I'd like to begin a discussion on how to ledge guard as Jigglypuff against each character. To make things easier, we can group recoveries into types. Note that some characters fall into more than one category due to multiple methods of recovering (up-B or side-B, etc.) or fall into no category at all.
Type 1 - Recoveries with hit boxes on the top. These characters tend to recover low. Examples - Marth, Lucina, Ryu, Peach, Ganondorf, Wario (?), Mr. Game & Watch, Little Mac, Mario, Luigi, Dr. Mario, etc.
Type 2 - Recoveries with hit boxes on the sides. Some of these characters recover low. Examples - Link, Toon Link, Bowser Jr. (if attacking), Wii Fit Trainer, etc. Other characters recover from the side. Examples - Donkey Kong.
Type 3 - Recoveries with hit boxes all over. Examples - Ness, Lucas, Samus, Fox, Falco, Sheik (at beginning and end), etc.
Type 4 - Recoveries with no hit box. Examples - Pit, Dark Pit (up-B), Rosalina & Luma, Mega Man, Sonic, Villager, etc.
Type 5 - Recoveries from the side with a hit box on the side. Examples - Captain Falcon (side-B), Dark Pit (side-B), etc.
Discuss how you ledge guard against each of these types. You can be character specific if you'd like. Let's focus on ledge guarding (preventing your opponent from grabbing the ledge) since Jigglypuff is THE BEST gimper in the game and can easily begin a combo and kill from a successful ledge guard. If you think edge guarding (waiting on the stage, allowing your opponent to grab the ledge, but preventing them from getting to the center of the stage) is the only option against certain characters, then by all means discuss.
My opinion -
Type 1 gives me the most trouble. I don't know how many options Jiggly has against these recoveries. This is the main reason for beginning this thread.
Type 2 is the easiest. Their hit boxes are on the sides leaving their heads exposed. Drop down from above with a Nair. Easy peasy.
Type 3 is a challenge. Attacking your opponent during this type of recovery usually gets Jiggly hit in return. And Jiggly taking damage is no good unless doing so guarantees the kill.
Type 4 allows for anything, really. They will either shoot for the ledge, in which you can drop down and throw out a Nair, or they will shoot over your head aiming for the center of the stage. Either calls for a good read of your opponent.
Type 5 ... not quite sure. Let's discuss!
Thanks Smashboards. It's been a long time.
Type 1 - Recoveries with hit boxes on the top. These characters tend to recover low. Examples - Marth, Lucina, Ryu, Peach, Ganondorf, Wario (?), Mr. Game & Watch, Little Mac, Mario, Luigi, Dr. Mario, etc.
Type 2 - Recoveries with hit boxes on the sides. Some of these characters recover low. Examples - Link, Toon Link, Bowser Jr. (if attacking), Wii Fit Trainer, etc. Other characters recover from the side. Examples - Donkey Kong.
Type 3 - Recoveries with hit boxes all over. Examples - Ness, Lucas, Samus, Fox, Falco, Sheik (at beginning and end), etc.
Type 4 - Recoveries with no hit box. Examples - Pit, Dark Pit (up-B), Rosalina & Luma, Mega Man, Sonic, Villager, etc.
Type 5 - Recoveries from the side with a hit box on the side. Examples - Captain Falcon (side-B), Dark Pit (side-B), etc.
Discuss how you ledge guard against each of these types. You can be character specific if you'd like. Let's focus on ledge guarding (preventing your opponent from grabbing the ledge) since Jigglypuff is THE BEST gimper in the game and can easily begin a combo and kill from a successful ledge guard. If you think edge guarding (waiting on the stage, allowing your opponent to grab the ledge, but preventing them from getting to the center of the stage) is the only option against certain characters, then by all means discuss.
My opinion -
Type 1 gives me the most trouble. I don't know how many options Jiggly has against these recoveries. This is the main reason for beginning this thread.
Type 2 is the easiest. Their hit boxes are on the sides leaving their heads exposed. Drop down from above with a Nair. Easy peasy.
Type 3 is a challenge. Attacking your opponent during this type of recovery usually gets Jiggly hit in return. And Jiggly taking damage is no good unless doing so guarantees the kill.
Type 4 allows for anything, really. They will either shoot for the ledge, in which you can drop down and throw out a Nair, or they will shoot over your head aiming for the center of the stage. Either calls for a good read of your opponent.
Type 5 ... not quite sure. Let's discuss!
Thanks Smashboards. It's been a long time.