• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Tricks for Jiggs

Tricks for Jiggs

Game Versions
Smash 3DS, Smash Wii U
hey guys! here are some tips and tricks for jigglypuff
i am a competitive jigglypuff main, and i hope this guide is helpful c:

EDIT: this is my playstyle, this is the way i play. so if you got different opinion/approach, its fine lol

first of all, as a jiggs main, you should be more defensive on the ground, and offensive in the air. its more better to dodge attacks by using powershields, spotdodges, crouches, and a couple of rolls. that way you can quickly punish with jabs, grabs, up-tilts and even rest. in the air, use fairs to dash attack, fairs to more fairs, bairs, dairs, and nairs, to have control over your opponent.

her nair is a very good attack. it is very quick and the hitbox lasts long. use this after spotdodges to punish. also, learn how to read your opponents rolls. nair is good for punishing rolls. predict where your opponent will roll, and use her air mobility to follow their roll and punish with a nair. the same goes with punishing spotdodges. nair is also very good for edgegaurding since its hitbox lasts long, and has good priority over many attacks. nair is even good against ledgeattackers.

down smash is good for sending characters with poor recovery offstage, since dsmash sends at a low horzontal angle. but its not the safest smash. side smash is the main killl smash.

note that you can ledgecancel her sing. if youre hanging on the ledge, hit down, then jump, and use sing. sing will cancel because she will grab the ledge. use this on unexpecting opponents who are waiting for you on the edge, and they will still fall asleep, and thats a free punish. but its risky since youre vulnerable.

sing to rest = true combo

bair is the main aerial kill move.

use fairs for the wall of pain

pound is good for breaking shields.

dair has the same punish properties as nair

dair is a good move, so use it

all her smashes have quite amount of ending lag.

learn how to disRESTpect

her throws are good, each doing ten percent with good knockback. but because of the knockback, its hard to follow up with attacks. its also good for getting opponents offstage. you can even string multiple grabs together on unexpected opponents. grab, pummel, f-throw, and then run to your opponent. your opponent will most likely attack, so once you get close, activate shield, and if correct, punish with another grab, pummel, f-throw, and repeat.

because of her running speed, it is easy to activate shield while running.

watch out for her shield tho, if it breaks, youre ko'ed

good DI can save your life

since she is very lightweight, it is easy to smash DI with her. you can finally get out of those for glory little mac jabs.

again, she has the best air mobility. you can easily move around the air, and you can also fake out your opponents. you can use her base jump as another dodging option, then position youself with her aerial mobility and fastfall to quickly punish.

she has excellent aerial horizontal mobility, but vertical recovery isnt as good tho.

use side taunt, it's so cute

when edgeguarding, remember to reset your jumps not only to avoid running out of jumps, but to gain more height wth her first jumps. unless if youre pulling off the WoP, then dont (obviously), and then use her pound to recover after you ko'ed your foe.

use her pound in between jumps when recovering from far distances. (i think rising pound is applicable in smash4. ill have to check later lol)

her perfect pivot is the worst of all characters.

use RAR for bair kills.

learn how to SHFFL with jiggs, minus the l-cancel lol.

altho dashdancing isnt as useful as in melee, you can still still trick youropponents if used correctly. also, her dashdance is easier to excecute than other speedy characters. its much much harder to dashdance in 3ds.

use crouch to rest

rest is an excellent punishing move to use after you spotdodge a missed running grab, since you and your opponent will be very close together.

dont use rollout in competitive play.

her missed dashgrab has quite amount of ending lag.

you can combo uptilt into itself at low %s.

also pound's hitbox lasts long

dreamland is her favorite stage.

jab is very quick and is good for punishing after a shield or spotdodge, for racking some quick damage. it also pushes foes away slightly.

rest has invinsibility frames at the startup! during the whole time jiggs has her eyes open up until she closes them when inputted rest, she is invinsible. so no you will not get ko'ed if someone counters your rest! you will, however, get punished. and depending on your damage %, you MIGHT get ko'ed.

pound is very good for punishing foes who grab/are grabbing the ledge.

if youre still having trouble with jiggs, nerf Greninja

LEARN LEARN LEARN how to read your opponents rolls. it is the key to getting free rests. for example, say you hit someone with a fair, and the opponent hits the ground and missed their tech. run up to them and get as close to them as possible. in this situation once you reached your foe, your foe will highly like do either of the following three options: roll foward, rollback, or get up attack. if you successfully read either of the two rolls, roll at the exact same time and same direction as your foe, and after the roll, since you two will be at the same spot, pull out a rest! if your foe does a get up attack tho, you can just do a SHFF, or a spotdodge, and then punish with a rest. you can also use shield, but the get up attack will push you away. it takes a lot of time and practice to correctly read and punish rolls. pressure/trick your opponent into doing rolls once they at rest percentage, and roll at the same time/spot as them to get them with a rest. also, if they used and missed with an attack with ending lag, rollinto them and punish with rest. learn many ways to trick and read your foes rolls.

jigglypuff too OP please nerf

i hope i covered most of her helpful tips and tricks. if you have anything i missed or any comments, just tell me or something lol check out my gameplay for better visual examples or something lol. anyways i hope this was helpful. c:

we puff mains shall follow in hungrybox's footsteps and bring forth the year of 20RestRest *-*
Author
JPM_ACE
Views
454
First release
Last update
Rating
3.00 star(s) 5 ratings

Latest updates

  1. cover pic

    i just put a cover pic for my guide

Latest reviews

First of all, this was very difficult to read. The organization of "tricks" was all over the place, and you'd end up going in one direction and then shifting in another. Lack of capitalization made it painful to read as well.

Second, there's a lot of misinformation going on here. She doesn't actually have the best aerial mobility, Yoshi does. Also, Dreamland isn't the best stage for her anymore. I'd actually say Delfino, because the walkoffs are beneficial for her WoPs, the semisoft bottom platform allows for sharking, and the water allows for free rest attempts with limited punishes. Furthermore, Puff prefers large stages in general because she dies later and has a pretty free recovery anyway, so if anything she'd rather go to BF than DL64.

No decent opponent will ever get hit by ledge-canceled sing or f-throw -> f-throw.

When you say learn to read rolls, you're actually talking about get up options. Even then, you don't really ever want to roll to your opponent. If you get the read, you have time to chase them and get a follow-up anyway, rolling will take more time and you don't need the invincibility frames.

Dashdance has no realistic utility for any character, that's why foxtrotting is a thing.

Pound can technically help recover, but it's really just more for stalling purposes. Rising pound has very little utility unless you are using the custom multihit one.

Shield out of dash is just as easy with every character, just characters with low friction take longer for the shield to come out.

Smash DI is helpful for stuff like PK Fire, but in the case of certain infinite jabs like Little Mac's, you can actually SDI in to Rest.

tl;dr I know it's your first guide, but try confirming the information you have to make sure that you aren't spreading any misinformation.
I know it was your first guide, but I don't think it was all too helpful, and it may give misinformation to people starting Jiggs. For example:
-Ledge-canceled Sing is very unsafe. Only noobs will get hit by it.
-On the other hand, Rollout actually has some niche use on FD or when an opponent does something usafe.
-Utilt will never combo into itself with proper DI. It kills around 120-130%
-You mentioned fair combos, but you forgot fair->ftilt. Bread and butter.
-Dreamland is far from her best stage. It was in Melee, but the changes to it have made it unfavorable. I'd say her best is Duck Hunt.
-Rising Pound does almost nothing.
Hilarious and informative guide, thanks for the tips on Jiggs!
Good at covering the basic utilities of puff, and kept it enjoyable.
Top Bottom