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We need to improve Jigglypuff as a character!

drakeirving

Smash Journeyman
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Oct 6, 2014
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Not really. If dthrow sent people slightly lower than it does now so that upair combos, does Rest necessarily also combo? No, and any increase in damage can only send them further. This would be a pretty good outcome since it would either be some small guaranteed damage or lead to an airdodge read into Rest, which is a perfectly acceptable mixup punish compared to the 50:50 kills some characters have.

If fthrow could combo into aerials it doesn't mean that you could move yourself into a Rest either; at most dangerous you could get fthrow to bair (which would be kickass) or maybe fthrow to fair to Rest at specific percents.
 
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Jiggly

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I think the reason why they don't give puff a combo throw, is because any throw she can do an aerial out of, would be a throw she can rest out of. Which sounds unfair.

And it probably is. I still read airdodges and catch people anyways so we good.
of course that's unfair, but yet ryu can have every possible shoryu combo... >.<
 

Managomous

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But they're not from a grab, which, once you get grabbed itd be unavoidable.
But throw to rest is not a kill-move for the most part, on most of the cast at least. On top of which, it leaves Puff vulnerable, as most of Puff moves do.

And unavoidable? Does Mario not have a dthrow, to utilt, utilt, utilt, utilt, uair or possibly jump down+a mix-up?
 
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Darklink401

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But throw to rest is not a kill-move for the most part, on most of the cast at least. On top of which, it leaves Puff vulnerable, as most of Puff moves do.

And unavoidable? Does Mario not have a dthrow, to utilt, utilt, utilt, utilt, uair or possibly jump down+a mix-up?
But if throw to rest didn't work at kill %s, there would be NO way throw to aerial would. Ever. So it would be pointless to have it, since itd be a combo throw that only works at very low %s.

Also Mario's dthrow to uptilt strings is escapable, you can beat it with a frame 3 move.
 

Brellow

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Jun 4, 2015
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25
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My biggest gripe with Jigglypuff, has to do with the fact that she really is not a forgiving character. You have to play extremely precise with her, or else be punished. Smash 4 as a whole feels as though it was not built for being this precise, considering a lot of characters can just throw out an attack, and if they miss, they are somewhat safe, compared to Jigglypuff.

If I had to recommend some possible changes it would be:
Get rid of the shield-breaking insta-death. It's "Unique" but now it's to the point where Marth and Lucina can use it pretty safely. And what's our biggest punish against that? I get a hit in? Considering Puff really does not have much combo potential, the only real "Punishment" would be a rest. But, good luck even getting in the spot considering the recovery time/ the fact the poke creates a distance.

I think Puff needs more combo potential, and I think this could be remedy'd by possibly giving her attack more of a reach or to increase the hitboxes a bit. But maybe that's just me.

Speed or ability to stay alive would be awesome. I feel as though her air game could be improved with a bit more speed considering we could transition a lot faster/begin creating new combos.

But that's just my insight. Puff right now is all based on reads/being absolutely accurate. In melee it almost seemed like you could get away with it since you had to be precise with other characters as well. In Smash 4, precision is not necessary for a lot of characters, but for Puff it is!
We can duck and punish Marth and Lucina's shield breaker.
 

MZG20

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Jiggs has a good combo which enters at nearly every %: soft nair to bair. If she hits with the back of her nair, the opponent enters in hitstun right at her back. If they DI upwards or far from Jiggs, she only has to double jump and ajust to the DI. Also, one of my better combos is fair to landing nair to dash attack. I always do that one in a match. I'll keep it up so I can become known in the Spanish Smash Bros Community (SmashBrosSpain) with only using Jiglypuff, and Marth to cover some matchups
 

PandaEffect

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Oct 1, 2014
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Montreal, Canada
Jiggs has a good combo which enters at nearly every %: soft nair to bair. If she hits with the back of her nair, the opponent enters in hitstun right at her back. If they DI upwards or far from Jiggs, she only has to double jump and ajust to the DI. Also, one of my better combos is fair to landing nair to dash attack. I always do that one in a match. I'll keep it up so I can become known in the Spanish Smash Bros Community (SmashBrosSpain) with only using Jiglypuff, and Marth to cover some matchups
I use this one often, it's risky to do but can get out kills super early, if you have a punish might as well go for this instead of raw bair unless they are way over 100
 

MZG20

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Oh, almost forgot. Uair is a really good set up for the rest. I've done this a lot of times so far, but it's also a little risky
 

Managomous

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We can duck and punish Marth and Lucina's shield breaker.
I'll have to try that, but it seems extremely risky for the reward of a punish (Which I am assuming would just be a hit, nothing that can kill correct)?
 

Brellow

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I'll have to try that, but it seems extremely risky for the reward of a punish (Which I am assuming would just be a hit, nothing that can kill correct)?
Shield breaker goes right above Puff. Duck and punish with Fair, rest, etc. You might get scared and want to shield it but don't. If you shield it, you die (unless its a perfect shield).
 

Managomous

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You can actually rest after they do a shield breaker? I need proof of this lol. I would think their recovery would be better then that.
 
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