SchoolieDee
Smash Journeyman
Lately I've been experimenting with counterpicks other than the Jigs trump card, Mute City. At a recent tournament, my Winners Finals was against fox player that brought me to Jungle Japes after losing the first match at FD. I enjoyed the freedom of movement around the stage, the rollouts from one side the other, super thin platforms, and relative safety from ceiling kills.
Now, a rollout to ledge hop fair isn't anything from which to make a counterpick, and fox's laser camping makes the level a relatively frustrating fight, but an aggressive jigglypuff on Jungle Japes is an unusual sight and partially a mindgame in itself. The level's design gives jigglypuff the opportunity for continued airs and forcing the opponent to remain on the defensive for the majority of the match. Even the smaller platforms on the sides have thin flooring that allows for an U-air from underneath the stage, with a good chance of sheild stabbing and setting up for a 2nd u-air above the platform, not to mention Jigs can easily retreat out of harms way by pounding to a safer ledge towards the inside. She can stream a constant barrage of B-airs at opponents on either side platform from either of the main platform's edges, abusing her invincibility frames, easily allowing her to follow up with a chained WoP.
Now to be fair, this level has it's downsides. The KlapTraps are hell, and fox's shine is a *****, and the thin Horizontal boundaries take some advantage over her light weight (to name a few).
The majority of jigglypuff players won't consider Jungle Japes a counterpick at all, but with the most edges of any playable level and jigglypuff's ledge-hop invincibility frames, freedom of movement, lack of rest-combo-hindering platforms (but still one for phanna rests), and 2-3 hit WoP ko's , I find this level to be amazing.
Feel free to disect my post or discuss the level with me via aim.
aim: Truegamegenie2
Thanks
Now, a rollout to ledge hop fair isn't anything from which to make a counterpick, and fox's laser camping makes the level a relatively frustrating fight, but an aggressive jigglypuff on Jungle Japes is an unusual sight and partially a mindgame in itself. The level's design gives jigglypuff the opportunity for continued airs and forcing the opponent to remain on the defensive for the majority of the match. Even the smaller platforms on the sides have thin flooring that allows for an U-air from underneath the stage, with a good chance of sheild stabbing and setting up for a 2nd u-air above the platform, not to mention Jigs can easily retreat out of harms way by pounding to a safer ledge towards the inside. She can stream a constant barrage of B-airs at opponents on either side platform from either of the main platform's edges, abusing her invincibility frames, easily allowing her to follow up with a chained WoP.
Now to be fair, this level has it's downsides. The KlapTraps are hell, and fox's shine is a *****, and the thin Horizontal boundaries take some advantage over her light weight (to name a few).
The majority of jigglypuff players won't consider Jungle Japes a counterpick at all, but with the most edges of any playable level and jigglypuff's ledge-hop invincibility frames, freedom of movement, lack of rest-combo-hindering platforms (but still one for phanna rests), and 2-3 hit WoP ko's , I find this level to be amazing.
Feel free to disect my post or discuss the level with me via aim.
aim: Truegamegenie2
Thanks