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Don't Dare Return!!!

Don't Dare Return!!!

Game Versions
Smash 3DS, Smash Wii U
Hello! If you have clicked on this guide, it means you're here to learn an important skill to play Jigglypuff, or learn this important skill in general. Ledge/Edge guarding! Don't worry! I'm not a scrub who says he knows what I'm talking about! I'm sure I'm a pretty decent player, and you can take more word on this information. I put a slash Norte name not because the skill is called both ways, but what I'll be covering and how I define them. I define them like so:

Ledge guarding: a skill in smash where you keep your opponent away from the ledge and back to the stage. An essential part on taking stocks!

Edge guarding: where you keep the opponent from getting on the edge of the stage! Your opponent is on the ledge and is about to get back on the stage by either jumping, rolling, attacking, or simply getting up. A good edge guard can lead or start a ledge guard.

Good! Now you know how I define those terms so this guide doesn't get confusing!

Getting your opponent off the stage

This is usually started with a grab. I suggest fgrab, fair, fgrab, fair, nair.

Bthrow, bair, nair, fair also does the job. Comboing out of pound also works.

Pound, fair, nair, or pound, fair, fair, fair, fair...

This is the hardest part to explain, but I'm sure you have your own combo off the stage, so just do what you know and experiment!

Ledge Guarding With Jiggs

First, I'm gonna be a little general with this

As one might tell, ledge guarding is a pretty important tool in being a good player. You can see this all the time, mostly in games other than Smash 4. But why is this? This is because ledge guarding is very diffrent in Smash 4, and what most say is much more difficult. The main reason why is because most of the time in those games, a ledge guard is when you hit your opponent once or twice and return to the ledge, and eventually do an edge hog, where your opponent is too far away from the stage and must grab the ledge, but can't because you're on the ledge. In smash 4, this is NOT the case. You and your opponent will simply just switch places, and whoever was in the ledge first will jump off a little away from the stage. It is also A LOT easier to grab the ledge in Smash 4 than in Melee or something, so it's more "difficult" to ledge guard in Smash 4. Luckily, these problems don't apply to Jigglypuff as much.

This is true, but ledge guarding can be just as easy in this game, but it's quite diffrent.

In Smash 4, you'll usually combo off the stage to start or combine the ledge guard with a combo. Suggest ending the combo to start the process. Chasing down an opponent at high percents on the other offstage side is also a start for ledge guarding.

So now what? Your opponent is off the stage, and then what do you do? You should usually return to the stage and react to your opponent for another ledge guard, but few characters like Jigglypuff can combo to the side of the stage. This is also when a newer startegy comes into play.

Using the stage!

This could be used in every smash game I believe, but since you weigh 5,000 pounds in melee, it wasn't an effective startegy, and you would've died. Same gues for PM, and I don't see this in Brawl very much, at least out of the matches I've seen, which aren't very many admittedly.
This however isn't a problem in smash 4. Many of the competitive stages also have good designs for this strategy, because they'll spike the opponent off diagonally down away of the stage. This can work on stages like Battlefield, Final Destination, many omega stages, Smashville, Town and city, and possibly on Lylat cruise (not the best though).

This is very good for Jigglypuff, especially if you're good on timing. Bair is a strong aerial move of hers, and will make a good spike distance. This is also good because most people will be on the stage, so when they step off, bair will already be in the direction of the stage.

Combo game also doesn't rely on the stage anymore. Especially for Jiggs. This is where the tier list is controversial. Jigglypuff has amazing combo game in the air, whether it's linking nairs and fairs, just fairs, bairs, or just nairs. This makes him the best ledge guarder in the game (in my opinion, and I'm not a biased Jigglypuff player, I have like 10 secondaries.)!!! Comboing off the stage toward the death edge is an amazing way to ledge guard obviously, and because of the # of jumps Jiggs has, you can get a great 3 hits off stage, go back to the ledge, and then get 4 more hits. That said, to do good ledge guarding is to need good combos, which will take practice, but I'll make a guide on that soon :).

So pretty simple. Just:
1. Use the stage when you can
2. Combo as far away from the stage as you can

But it isn't as simple as it can be. What about characters with fast recoveries like Marth, or characters that are some reason magically harder to hit like Rosalina and Luma. This also adds to difficulty on ledge guarding in this game, because we're used to edge hogging. Well, this is where Jigglypuff is dramatically better at ledge guarding than everyone else again. Nair is a move that can easily gimp a lot of characters, and can start combos. The hitbox also lasts longer than other nairs for other characters, so it isn't exactly too hard to do.

Positions to start ledge guarding are well the ledge. It's just easier to get places, and surprisingly a lot of players start at the stage. Just gonna mention that!

This next paragraph is also the last. Edge hogging doesn't really exist in this game, but people still use the term when you grab the ledge after your opponent. This will most likely result in your opponent jump back to the ledge, but this WON'T give them back their invincibility! This can give you a free spike off the stage or a down smash with Jigglypuff! Chasing opponents also isn't the hardest with Jigglypuff!

Edge Guarding With Jiggs

This part of guarding the stage isn't Jigglypuff's A game like ledge guarding is, however, there still is stuff you can do. I usually stand at the very edge of the stage for this part, but don't take my word that that is the best possible place to stand! I just stand there because it can cover all the options of an opponent trying to get back on stage from the ledge in some way. I'll just simply explain them in a list below:
•If your opponent try's to get up by attacking, you can just perfect sheild and then punish by either a grab to ledge guard, or rest. Most people would probably go for rest, but sometimes I stand just to far away from the ledge for it to work, so sometimes I just grab.
•If you're opponent justs simply gets up, just grab and ledge guard.
•If your opponent rolls back on stage, you can run and rest, or Bthrow. Bthrow will probably lead to a bair for a ledge guard. It's difficult to text punish, but still possible!
•If your opponent jumps and try's to get back on stage, you can Uair, or fair to ledge guard.
•You can possibly cover all options by nairing right above your opponent, but that can just really be a read or a lucky guess. Not the best option for Jigglypuff, but that can work for other characters with diffrent moves.

General Conclusions
The best overall ledge guard is to combo away from the ledge. This isn't too difficult for Jigglypuff, and she also has a good stage spike, making her one of the best ledge guarders in my opinion. She can regularly KO another player at around 30-50%, depending on the skill of the Jigglypuff. She also has somewhat good options for edge guarding and getting opponents off the stage, which start the ledge guard. I know this guide wasn't very in depth, but it doesn't have to be. It's very simple, but does require practice.

Did this guide help? Please let me know! Remember, I'm not the best Jigglypugf player in the world, so some stuff can still be improved and I could have skipped a few things. Please reply if I did!
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MisterDom
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i guess its okay you missed a few stuff that i have covered in my guide lmao (im a sell out) https://smashboards.com/guides/gotta-catch-them-all-a-jiggly-puff-guide.1101/
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