Megamang
Smash Lord
- Joined
- Apr 21, 2015
- Messages
- 1,791
Re: Lack of approach on Jiggles.
I think I know the difference in the definition of approach here, and why someone with good mobility and long lasting hitboxes can struggle... She doesn't put out enough damage to discourage good, reactive shielding. She comes in with a fresh fair, maybe weaves around and does a nair... then what? She can land and start jabbing, but with her bad landing lag + slow ground game, it isn't exactly threatening if you play your cards right. This is where the importance of a grab game, or a really strong shield pressure game, is important. Because if you are only threatening for a few hitboxes in a burst moment and can't follow up on that, you can't really get around shield and are relying on opponent's mistakes to convert your hits to damage.
This is something I have found to make Bayonetta and Cloud MU's easier. If you just shield their landing, you force them to use their meh ground game instead of their unparalleled air games. You force options like the tomohawk and empty landing... which are better to fight against than his ridiculous Nair or Dair.
Jiggles can't even threaten that. Shield -> pellet -> Shield -> pellets basically just destroys her, because she never really makes me stop executing that gameplan.
She can get in, but she can't approach. It has a lot to do with the strong defensive options in this game; Jiggly's problems with shield pressure are greatly exacerbated when you know you can safely shield a decent %, then just roll away when things look scary, since she can't burst you down with any punishment for a roll.
So she can approach... but if you know the MU, and your options are executed correctly, the approach just dinks off a shield repeatedly while she takes real damage.
These are just thoughts off the top of my head as a response to why some would say their highly mobile character can't approach. Its like 1111 Brawler saying they can't kill... They have killing options, but not killing options that truly win against this games shields/rolls/dodges.
I think I know the difference in the definition of approach here, and why someone with good mobility and long lasting hitboxes can struggle... She doesn't put out enough damage to discourage good, reactive shielding. She comes in with a fresh fair, maybe weaves around and does a nair... then what? She can land and start jabbing, but with her bad landing lag + slow ground game, it isn't exactly threatening if you play your cards right. This is where the importance of a grab game, or a really strong shield pressure game, is important. Because if you are only threatening for a few hitboxes in a burst moment and can't follow up on that, you can't really get around shield and are relying on opponent's mistakes to convert your hits to damage.
This is something I have found to make Bayonetta and Cloud MU's easier. If you just shield their landing, you force them to use their meh ground game instead of their unparalleled air games. You force options like the tomohawk and empty landing... which are better to fight against than his ridiculous Nair or Dair.
Jiggles can't even threaten that. Shield -> pellet -> Shield -> pellets basically just destroys her, because she never really makes me stop executing that gameplan.
She can get in, but she can't approach. It has a lot to do with the strong defensive options in this game; Jiggly's problems with shield pressure are greatly exacerbated when you know you can safely shield a decent %, then just roll away when things look scary, since she can't burst you down with any punishment for a roll.
So she can approach... but if you know the MU, and your options are executed correctly, the approach just dinks off a shield repeatedly while she takes real damage.
These are just thoughts off the top of my head as a response to why some would say their highly mobile character can't approach. Its like 1111 Brawler saying they can't kill... They have killing options, but not killing options that truly win against this games shields/rolls/dodges.