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Hmph, well that was quite the pounding...

Hmph, well that was quite the pounding...

Game Versions
Smash 3DS, Smash Wii U
So who am I? I'm a Jigglypuff player from somewhere who is new to the competitive scene of smash, but am learning quite a lot pretty fast. I know you might not trust me with this stuff, but believe me, I got your back! (this was written on my phone so sorry for the lack of colorful presentation)...

So I'm talking about one move and its potential today: pound. This is Jigglypuff's side b. It's pretty simple: you move to the side with Jigglypuff's uh...fist. Anyone who is pretty fresh to the smash game, might think that this move is worthless, and you have no idea why the creators put it in the game. I did too! But when I started playinv competitively, I found much use. I'll also talk about the other custom pounds.

So what are the uses? Obviously it's an attack, but what else? First, let's make a list of what you know it does:
• It can attack.
• if you land this attack you deal about 11 damage.
• long lasting hitbox.
• when hit, it send an enemy diagonally up away from you.
• takes a lot of frames when used. Your basically frozen in place for about a second.

But now, I present a list of things you might've not known about this move which I'll explain later in this guide:
• can start at least two true combos into rest. (Depends on percent and other factors)
• can actually help on recovery
• a good punish move because of combo ability.
• can break about 3/4 of a sheild.

So let's start with something most people(even other mains) didn't know about Jigglypuff's pound. The recovery. Ever since update 1.06 or 1.07 (can't remember), you can VERY SLIGHTLY move up or down when using pound. This can only be done in the air. When you use the move (side b), you'll be able to slide up or down while using it to move slightly up or down. In Melee and Brawl, you could do this as well, but the slide was much more noticeable. You can see players like Hungrybox perform this while playing Melee. So for recovery, the best strategy for recovering is to jump, side b with slide up, jump, side b with slide up. This could potentially protect you from ledge guarders as well, but also leave you open since you have somewhat a lot of lag while performing this move, so be careful.

Now you know those properties, let's get into the exciting stuff: the true combos into rest. First there's one using pound at zero percent. It will not kill if you're not on a top platform on battlefield or something, but it can rack a lot of damage because of the rest. The first is pretty simple. It does depend on the weight of character, and I don't think it will work on very light characters. Here are the steps:
1. Pound with a slide up so you move up slightly
2. Rest.
Your opponent should be right on you if you move up, and you will get out of lag before they're out of theirs. Than you just simply rest. I think you must not slide or slide down for very heavy characters. The second true combo doesn't just combo into rest, but most will just rest because it WILL KILL. At about 30%, pound. It will send your enemy in jumps reach. Jump, than sour spot fair, if done correctly, your opponent will be right on top of you or on you. Than just simply rest. This might be earlier on lighter characters, and a little later on heavy characters. It doesn't really matter if you slide up or down, but I usually don't slide at all. This doesn't have to combo into another rest, because you can do other combos for at least 40% of damage. Here are a few below. Remember, your opponent must be in about the same percent range. At the end of each combo, I listed how much damage it does:

• pound, sour spot fair, pound, Uair; 40%

•pound, sour spot fair, fair, fair, fair, fair; 44%

• pound, sour spot fair, nair; 31%


Do you know what Jigglypuff lacks? Good approaches. However, punishes are how I approach. She has some decent punishes, but none that start a combo... Except pound. I say this because not only does it setup for good combos (which some I listed above), but can break an opponents sheild if they try to block an attack. Than you know what to do! Rest! If you want to break an opponents sheild, I suggest sliding up when doing so, or at least be at a somewhat higher level than them. This is because of you hit them with pound they should be right in front of you at 0%, and a good level of space at most other percents. Than you can rest at 11% (which I already mentioned), or link a few fairs and nairs, and maybe even a good ledge guard. I feel like out of any move, this has the best effect on spacing for a combo. Some characters might not be able to grab you when they sheild pound, because if your elevation. If you're quick enough, you can rest.
Tip: Jigglypuff's jabs are okay. If you can't really rest out of your jab, you can try to grab, but I always end those two jabs with a pound for the combos, and it looks like an actual 3-hit jab for a character without one.

Congrats! You've learned a lot of good things with this one move( and I hope you find some neat combos with it. I barely scratched the surface), but this move is actually not the suggested custom. Pound blitz is. So time to go over that!

Why is pound blitz the suggested combo? Well, it is for a few reasons.

Recovery. Didn't I already go over this? Well, it LOOKS like it has more distance in a slide than pound, because it does. However! In pound blitz, you ALWAYS dive down a little before you can slide up or down. It might not be very noticeable, but it is true. as a result, pound blitz gets just as much, if not less, of a recovery than a regular pound. From my observations, it recovers about the same. So why else is this a "better "option?

Combo ability. Like regular pound, it has combo ability, but it sends an opponent elsewhere: right above you. Other than better stage control, you can link Uairs, and do actually have more of a chance of a combo than a escaping opponent at most times, that is if you don't practice with pound. Than it is the same. However, at some percents it can combo into Wakey-Wakey, another custom move that replaces rest. However, Wakey-Wakey, doesn't have good knock ask or damage unless sweet spotted at the very top, and you could be more easily punished for it. It's not a good custom, and you have to combo into it with pound blitz at high percents.

So why don't I like it? Well one reason is: it has more lag before an actual hitbox, so it will be a worse punish.However, it might drop a sheild of a confused opponent. And yeah, you can recover with it, but you can with regular pound too. The combo game isn't as good in my opinion because it can't really set up rest combos or ledge guards, and I personally don't like comboing with Uairs, and I don't even know what this move can do to shields. However, I'll admit, you have better stage control. In the end, it just matters in what you want for properties. Oh, and also this move does 9 damage.

What about the final option: sideways pound? This pound doesn't move Jigglypuff at all. Not even to the side, and it still has the lag. It can kill Donkey Kong around 250% at the center of Final Destination, so it doesn't have very good kill potential, but it has good horizontal spacing and can go into a potential ledge guard. It's like Jigglypuff's back throw: can have good spacing into potential bairs. Except this time it's fairs and nairs. This custom is not used at all, and considered the worst custom because of the lack of good properties, but in my opinion, this option is the best for ledge guarding. It beats pound because though pound does give you a potential ledge guard, it doesn't at high percents, unlike sideways pound. So sideways pound:
• Can setup for good ledge guards. (And great to ledge guard with if you have good timing.)
• Can't punish as well.
• Can't really do any true combos.
• Can't recover.
• deals 7 damage.
• Can't move as much
• has a shirt lasting hitbox.
•has the same amount of lag.

In the end, it depends on what properties you like most. EVERY OTHER Jigglypuff says pound blitz is the best option because of combo potential, and they thought that pound didn't have recovery. I would agree if I didn't know that either. But if you love edge guarding and aren't very technical, go with sideways pound. If you like the stage control, the combo into Wakey-Wakey, the combo into Uairs, and recovery and insane sliding go with pound blitz. If you're like me, want to be super technical, want to cover more options, but give up stage control and most admit better combos into something harder that can reward more, go with a regular pound.

How will you be pounding? Please tell me and tell me anything I might've missed! I probably missed one or two things with pound blitz and sideways pound because this wasn't originally going to be a guide about them also, and I practiced more with the regular pound. I hope this helped your Jigglypuff play!!!


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MisterDom
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you missed some set ups to a sheild break and a few other things but mostly good, check out my guide if you have the cjance if you still main puff that is https://smashboards.com/guides/gotta-catch-them-all-a-jiggly-puff-guide.1101/
Interesting concept and good idea, some fundamentals explained of the character are flawed though. Great first guid none the less
MisterDom
MisterDom
Thanks. I really wish I knew more about the other pounds, but I never really used them much because I don't practice with my friends or customs often, so I don't know every property I could've, which hurt this guide, but I did the best info gathering I could in 5 mins. I should've included some other combos with them. Thanks for your comment!
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