OKAY GUYS I CAME BACK TO THIS THREAD, NEW AND IMPROVED WITH KNOWLEDGE ON CUSTOMS SO I'LL DO RYU/JIGGS
Kirby VS Ryu
(Ryu first, mostly because I know almost all his approaches and it makes the MU really easy for me.)
Pros
+Ryu is a heavy fastfaller, which is great combo food for Kirby
+Ryu can't get out of most combos, even with proper DI
+Ryu can't combo Kirby since he's so light
+Utilt is god in this MU
+Faster than Ryu
+Better aerials, better mobility
Cons
- Due to Kirby being so light, a hard read at around 60% can make you lose a stock.
- Watch out for the Shoryuken at kill percents, since it's one of the best ways for Ryu to force Kirby to get off of him.
- Difficult to gimp since he has two recoveries that don't put him in free fall
- Watch out for the cancelled focus punch, it's just like Diddy's peanut gun momentum shift thing
Copy Ability
Not worth it, don't take it. Hadouken is trash.
Customs
Jumping Inhale: Allows Kirby to get in on Ryu if he's
Upper Cutter: Kills off of F-Throw at around 100% in my experience,
Big Hammer: SWAG ON HIM BOIZ!!!
Stages
- Halberd has a low ceiling, and since Shoryuken is a great kill move, don't risk it.
- Delfino is a little bit better, but since Ryu's sheer power and knockback ruin Kirby, it isn't worth it.
All neutral stages are in Kirby's favor, since Kirby is so much better than Ryu in the neutral game.
- Smashville is small, so if you get smashed at kill percents it could end up costing you a life pretty early.
- Dreamland is more in Kirby's favor since it would be easier to gimp Ryu, but the higher platforms make combos a little bit harder
Comments
Really, Ryu doesn't do well against Kirby. Unless you get careless in this MU, you don't have to be very experienced to beat Ryu. Just go for the bread and butter Dair to Utilt, and combo him as long as possible. You can easily get Nair to Jab, Nair to Dtilt to Fair, the chaingrab, other various Fthrow mixups, etc. Don't think in your mind that you should get an easy win however, be wary of Ryu's options and your percentage.
Overall Score
Ryu isn't good, sorry.
60:40
Will post my opinion and experience on Jiggs later, have quite a few in NEOH so I have a tight grip on how it feels.
Before I put Jiggs I want to give a little taste of Ness and MK. There's a couple MK's in my area, one of which happens to be pretty damn good.
I've never really had a problem with Ness, not unless I get careless and walk into all of his setups. There are a couple guaranteed combos with Ness, but at mid to high percents you can DI away. Don't get caught in his Fair strings if he tries to go for them, don't get grabbed too much because Ness has such a cheap throw that can kill at 80%, don't walk into his PK fire, go for the usual combos etc. MU is still
50:50
Now MK players have the mindgames of fastfalling after each jump, so they can't get tricked by it. They have some of the same options and approaches, but the main killer is the Uair strings to Up B. That can kill at 70%. MK has a sword, so it takes priority over a lot of Kirby's moves. It's not too bad of a MU, but I struggle against MK.
45:55
since it isn't impossible, or toxic, just have to be more patient.
Alright this is my third post in a row but I'll cool down on this thread after this lmao
Kirby VS Jigglypuff
Pros
+ Better ground capabilities
+ Both have a lot of jumps, so Kirby can keep up with Jiggs
+ Jiggly death percent starts at 60% because she's even lighter than Kirby
+ More knockback than Jiggs
+ More range on tilts
+ Uair can punish/catch Jiggs if she's is above you
+ Dtilt if it trips Jiggs can lead to HARD punishes
Cons
- Jiggs has more aerial mobility
- Jiggs has better aerials unless she's above you
- Fair and Bair are really good and strong, so getting caught in this can be a potential loss of a stock
- Rest = Dead
- Pound can allow Jiggs to get in and get some good percentage up on you
- Hard to combo since she is so light and has so much mobility in the air
Copy Ability
DON'T
Customs
Upper Cutter, since it kills at about 100% for not light characters, it will definitely kill earlier against Jiggs.
(not much else because they don't work well against Jiggs)
Stages
Small stages would do much better against Jiggs, and it's been like that ever since Melee. Battlefield isn't a good option here since combos aren't gonna connect for very long, and Jiggs is one of THREE characters that can't get chaingrabbed.
Dreamland 64 Due to its small size
Smashville It's pretty small
Lylat Cruise is medium, but the platforms benefit Kirby due to his combo game. Knocking Jiggs onto the platforms can wrack up some serious percentages.
Comments
Jiggs hasn't ever really changed from each generation of smash, her defensive wall of pain and gimmicks are the same, but against Kirby it's slightly in his favor due to better ground kill moves. Despite all the cons I listed, these aren't too hard to deal with. Just keep your patience and be ready because it'll probably have to end up being a timeout. It's best to keep up with Jiggs in the air so you can punish her when she eventually has to land, get a combo or just tack on percent and get out of there, rinse and repeat. It's important to get back on the ground if Jiggs catches you with one of her aerials, so that she can't gimp you, and so you can get all your jumps back if you use some trying to get out of the walls of pain. Stay close but out of Jigglypuff's aerial range, because you're gonna be jumping around waiting to punish stuff a lot.
55:45
Kirby's favor, not by much, and with customs
60:40
because Upper Cutter is already amazing against others, it beats so many of Jiggs's options in this MU.