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A Competitive Jigglypuff Guide For Smashboards

illinialex24

Smash Hero
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Discovered: Sending Napalm
It means no worries, for the rest of your days :)
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A Jigglypuff Guide by Illinialex​


Code:
[URL="http://www.smashboards.com/showthread.php?p=5579884#post5579884"]Table Of Contents[/URL]
[URL="http://www.smashboards.com/showthread.php?p=5579889#post5579889"]I. Introduction[/URL]
A. Background
B. Introduction To Jigglypuff In Brawl
C. Why Jigglypuff
D. Costume Selection
[URL="http://www.smashboards.com/showthread.php?p=5579893#post5579893"]II. Move List[/URL]
A. Normal Ground Attacks
B. Specials
C. Grabs and Throws
D. Aerials
E. Final Smash
[URL="http://www.smashboards.com/showthread.php?p=5579895#post5579895"]III. Strategy[/URL]
A. Wall of Pain (WoP)
B. Off-Stage WoP’s
C. WoP into Ground Moves
D. Drill Resting
E. DIing to Avoid Shield Grabs
F. Empty Shorthopping
G. Long Landing Moves
H. Approach
I. Boost Smashing
J. Stage Spiking
K. Footstool Spiking
L. Slowing Momentum
M. Jab Lock Combo
N. Pivot Grab
O. Ledge-Canceled Sing
P. Ground Footstool Dair "Combo"
Q. Punishing Boost Smashes
R. Punishing Laggy Moves
1. Charge Moves
2. Larger Ending Lag Moves
3. Roll Spammers
4. Spot-Dodgers
S. Tech Chases
T. Pivot Walking
U. Interrupting Moves
V. Planking (Ledge Stalling)
W. Slope Dashing
X. Wave Landing
Y. Catching Items
Z. Throwing Items
AB. Infinite Jump Glitch Using Sing
AC. Interrupting Recoveries With Rest
[URL="http://www.smashboards.com/showthread.php?p=5579902#post5579902"]IV. Stages[/URL]
A. Counterpick Stages
B. Tough Stages (Opponent’s Counterpick Stages)
[URL="http://www.smashboards.com/showthread.php?p=5579906#post5579906"]V. Character Matchups[/URL]
[URL="http://www.smashboards.com/showthread.php?p=5579912#post5579912"]VI. Gameplay Videos[/URL]
[URL="http://www.smashboards.com/showthread.php?p=5579918#post5579918"]VII. Advanced Information[/URL]
A. Rest KO Percentages
B. Canceling Projectiles
[URL="http://www.smashboards.com/showthread.php?p=5579925#post5579925"]VIII. Metagame[/URL]
A. Jigglypuff, an Introduction to Her Required Mindset in Competitive Play
B. Approach
1. Ground to Ground
2. Air to Ground
C. Move Decay
1. Normal Ground Attacks
2. Specials
3. Grabs and Throws
4. Aerials
D. Frame Data
E. Hitbox Data
[URL="http://www.smashboards.com/showthread.php?p=5579930#post5579930"]IX. Credits and Contact Information[/URL]
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
I. Introduction



A. Background
Jigglypuff was one of the original Pokemon and was immediately popular in both the U.S. and Japan, with only Pikachu out-pacing its popularity. Therefore, she made it into the original Super Smash Bros. Game as an unlockable character, starring along Pikachu.

B. Introduction To Jigglypuff in Brawl
Jigglypuff is a very underused and unappreciated character because she is the lightest character in the game, has the worst ground game (very little range and long smash startup, average tilts), is the slowest character in the game, and also dies due to a broken shield.

However, she also has a great dash attack, good grabs, amazing aerial range and pretty good priority, making her the king of aerials (not accidental). Also, she has amazing KO moves that can kill opponents at low percentages.

Jigglypuff can be unlocked by playing 350 Brawls in the Multiplayer mode or in the Subspace Emissary. This is done two ways, by beating the Subspace Emissary and then either beating 20 Event Matches or finding a hidden door in the Swamp level in the cannon area.

C. Why Jigglypuff
Jigglypuff is a very unique character and is part of the original 12, and with a very unique gameplay. However, when I got Brawl, like many beginners, I hated Jigglypuff. Rest was nerfed and I didn’t know how to use Jigglypuff without rest in melee. After a while, I started abusing aerials too often and so I decided to pick a character that would fit that style. I soon learn how to re-integrate her ground game into Jigglypuff’s aerials, and so she soon became my favorite character. For those of you who like an aerial oriented game with amazing low percentage KO options, Jigglypuff is the right character for you (as long as you hate Metaknight).

D. Costume Selection

Naked Jigglypuff



Nightcap Jigglypuff



Straw Hat Jigglypuff



Trainers Cap Jigglypuff



Red Hat Jigglypuff

 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
size=4]II. Move List[/size]



The move list contains the damage each attack does without the reduced damage caused by repeated attacks as well as the type of attack, the trajectory it sends the opponent off at, and a description of the attack. For the trajectory, even with the ground is a 0° trajectory, vertical is 90°, and in between is any number in between, with 45° being in the middle. A spike or semi-spike is a number greater than 180°, with 180° being on the ground backwards.

A. Normal Ground Attacks



Neutral Grounded A: Jabs
First Jab: 3%
Second Jab: 3%
Trajectory: 30°
Does: Jigglypuff does 2 punches before restarting. Her jab is a relatively weak move and really only has applications if it is setup. It does not combo straight into a grab so it should not be used as such against most characters. It can hit opponents on the ledge, but unfortunately, this has severely limited practicality. Its only real use is using if after a sourspotted fair and then shielding or rolling immediately after getting the second jab, because the knockback is limited enough to make you unsafe just by using it.



Dash Attack: Running Headbutt
Damage: 12%
Trajectory: 30°
Does: A relatively good move for Jigglypuff, but like most dash attacks, it is nothing to be spammed and is easily punished if you do. It is a fairly strong dash attack and unstaled sends opponents on a low trajectory which is great for Jigglypuff. Its best uses are when you are close to the opponent and they are landing, after a laggy move at mid percentages or very high percentages (because this either kills them outright or allows you to get them off the stage and kill them with edgeguarding), or if the opponent is close to you in a tech situation. It does fairly good damage and is also very safe to use if the opponent is shielding right next to the ledge, because they will either get set up for an easy kill or fall onto the ledge.



Forward Tilt: Kick
Damage: 10%
Trajectory: 30°
Does: A relatively useless move with low KO potential, and really should not be used (a grab in the situation is almost always better). However, a downward turned F-tilt can screw with tether recoveries and can really hurt them. However, like most of her ground game, it isn't very useful or fast.



Down Tilt: Sweep
Damage: 10%
Trajectory: 345% (Not Yet Verified)
Does: An essentially worthless move, its essentially a slower with a longer ending lag version of F-tilt, which is essentially a worse version of grab. You should never be using D-tilt, it is probably the worst move in the game after all the new applications found with sing. However, if for some stupid reason you do use it, it has very quasi combos to dash attack or grab or a boost smash. However, all can be avoided by a roll away because you literally end your attack when they get out of hitstun, meaning that none of these are true combos and are only on an unsuspecting opponent.



Up Tilt: Flick
Damage: 9%
Trajectory: 90°
Does: A fairly potent vertical KO move and good for setting up "combos" at low percentages. Although it has a fairly respectable hitbox on one side, the other is fairly abysmal. A quick way to fix this is to pivot walk. Quickly pivot walk to change directions and then U-tilt. However, because of the smaller hitbox, the increased knockback, and decreased hitstun, ir isn't nearly as useful as melee. However, if you are facing away from your opponent near them (like lets say after a bair), its one of her best moves to pull out.



Side Smash: Forward Kick
Damage: 16% (uncharged)
Trajectory: 35°
Does: A relatively laggy move but it is also very good for punishing moves because although its 16 frame start time is relatively high, it has a very good horizontal knockback and kill potential, killing on stages like Final Destination mid 70's. However, it is very laggy if shielded and its start time is relatively poor, so your best option is to use it to punish spot dodgers, rollers, other laggy moves, and landing opponents. This is also very good on some opponents and almost worthless on others. Characters like Metaknight will almost never get hit by it but someone like the Ice Climbers are definitely at risk.



Up Smash: Upward Headbutt
Damage: 13% (uncharged)
Trajectory: 90°
Does: A low range, decent priority move that requires little startup but has decent ending lag. It is very useful if used with a boost smash, and its lag allows it to be perfectly used to punish and air-dodger right before they hit the ground.



Down Smash: Sweep
Damage: 12% (uncharged)
Trajectory: 330° (Not Yet Verified)
Does: Jigglypuff extends her legs on both sides, hitting people within a range like the f-tilt on both sides. Has a fair amount of startup and a bit of end lag, a strong move that keeps the opponent on the ground (it sends them below the level of the stage if they end up in the air as a result of this attack, which is very useful). Decent range (like Marth’s down smash), but once again needs a set-up.

B. Specials




Standard B, Rollout: Rolling Hitbox
Damage: 13% (uncharged)-18% (charged)
Trajectory: 30° (uncharged)- 25° (charged)
Does: Jigglypuff charges rollout for a while and releases it when you release B or press A. She then moves at a fast speed and if she hits, it does 18 damage and has a huge amount of knockback, allowing you to kill at around 80 damage. However, it has a decent amount of end lag when the rolling stops, allowing you to be punished if used excessively. One of her best KO moves, also hits when the opponent is on the floor.




Up B, Sing: Sleep
Damage: N/A
Trajectory: N/A
Does: A fairly pointless move, it puts the opponent to sleep for a short period of time that increases at higher damage. At around 110 damage (character dependent), the player stays asleep longer than the animation, and since it has almost no range, it is almost pointless. However, if you use it right above the ledge, it cancels the singing animation (great at around 60-90 damage depending on the character), allowing you to get a free rest on your opponent if they are asleep. Watch out because if they do a fast attack, you will get hurt.




Side B, Pound: Punch
Damage: 11%
Trajectory: 90°
Does: A high priority move with decent power and a huge vertical knockback. On the ground it has very little range, However, in the air it has over double the range and can be used with the Up or Down buttons to have a rising or falling pound. These allow you to direct your attack better, and rising pounds allow you to have almost infinite horizontal recovery.



Down B, Rest: Overlapping Hitbox
Damage: 15+% (Max 45%)
Trajectory: 90°
Does: A situational but very powerful move. Jigglypuff goes to sleep for 3 seconds but releases a huge amount of energy that kills all character from 57-103 damage (Jigglypuff to Snake). Almost requires a setup because if missed or shielded against (it does not break a shield or come close, pound destroys half a shield and rest about a quarter), you are left vulnerable. To hit it you must overlap their character.

C. Grabs and Throws



Attack: Slap
Damage: 3%
Trajectory: N/A
Does: After grabbing the opponent, you can press A to slap them, causing three damage each time until you throw them or they break away.



Up-Throw: Chuck
Damage: 10%
Trajectory: 90°
Does: A pretty much useless throw that sends the opponent up high with a little bit of hit-stun. However, there is not enough for you to combo out of it, unlike melee where it could set up a rest combo.



Down-Throw: Pummel
Damage: 10%
Trajectory: 80°
Does: Sends them up with slightly less height but no noticeable hit-stun.



Back Throw: Flip
Damage: 10%
Trajectory: 150°
Does: A great set-up for kills, it sends the opponent fair backwards with little vertical incline.



Front-Throw: Push
Damage: 10%
Trajectory: 45°
Does: A relatively useless throw that sends the opponent between a 30 and 45 degree angle.

D. Aerials



Front Aerial: Kick
Damage: 12%
Trajectory: 35°
Does: A relatively strong move with average priority that does have a sex-kick, or a hit after the original attack that is weaker with much less knockback. With the next two aerials, this is the bread and butter of Jigglypuff’s gameplay.



Back Aerial: Kick
Damage: 12%
Trajectory: 35°
Does: A kick backwards with a fair amount less knockback but great for setting up multiple hits.



Standard (Neutral) Aerial: Kick
Damage: 10% (Normal)- 6% (Sex Kick)
Trajectory: 35° (Normal)- 35° (Sex Kick)
Does: This is a fairly quick move with a very long sex-kick and low knockback, making it fairly good for gimping the opponent as well as a a combo finisher. Jigglypuff can also DI insanely during it so it is a decent approach in the air. However, this also makes it an amazing Out of Shield (OoS) move, hitting the shield or the opponent with the intial hit and DIing away during the sex-kick so you aren't punished. This is a very good aerial move against people without disjoint hitboxes, however, its long overall time and lower range make it almost useless as an aerial against characters with disjoint hitboxes. Another issue is that the move often lasts too long to follow up with another attack after it is through.



Down Aerial: Kick
Damage: 2% per hit (Max 16%)
Trajectory: N/A
Does: 8 consecutive hits with high priority. No true knockback on the ground but great for setting up other moves, especially when short hopped (let go of jump earlier) into. In the air, it pushes the opponent slightly to the opposite side you are on during the attack. This can be used if you jump right before the attack to push the opponent slightly further with a large amount of damage.



Up aerial: Rising Headbutt
Damage: 9%
Trajectory: 90°
Does: An average priority move with a small knockback, not used that often because some Dair moves can beat it out (one very notable exception is Olimar’s dair). Can be consecutively linked and eventually comboed into rest.

E. Final Smash



Jigglypuff’s Final Smash consists of her becoming inflated, and becoming so large she oftentimes fills the entire stage. At a certain point in the animation, anyone who is touching Jigglypuff dies. However, it is fairly easy to avoid and therefore has little or no effect on good players, unless done very well, like in on-stage edgeguarding. There are a few stages like Shadow Moses were it is almost a guaranteed KO if done well, but most other stages it has no effect. However, since smash balls are only used in friendlies, it does not matter that much how easy to avoid it is.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
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Location
Discovered: Sending Napalm
III. Strategy



A. Wall of Pain (WoP)

Jigglypuff has such a bad ground game that any Jigglypuff user substitutes her ground game by using shorthopped (mainly) or sometimes fullhopped aerials. These mainly consist of fairs and bairs, as well as pounds and nairs. The Wall of Pain is generally used by consecutively using bairs with DIs back to severely punish a shield so you can land attacks on the opponent. Great approach as long as you DI out of harms way. The best way to do this is to try to barely tip the bair with your foot (there is not benefit from tipping besides allowing you to land safely). If the opponent stays in the same spot too long and you are weakening their shield, try to pound them to break it. If they do anything there its realatively safe (roll means no outcome, spot dodge means pound hits likely, shieldbreak if they hold shield, and its hard for them to attack).



B. Off-Stage WoP’s

The best or one of the best edgeguarding options in the game, it becomes an integral part to Jigglypuff’s game. Since she has so many jumps and rising pounds pound for amazing recovery even with no jumps, Jigglypuff can hit the opponent and keep on hitting them further from the ledge until they cannot recover. Consists of nairs, fairs, and bairs. Back aerials if done well are the ideal to get the opponent far off the stage with a fair finisher, since bairs give the opponent little room and almost no chance to maneuver and then you can use a fair with the full knockback as a KO move.



C. WoP into Ground Moves

After hitting with these moves, players can integrate a tilt, 1-2 punch, dash attack, grab, or f-smash sometimes. This allows you to make your game slightly less predictable, which is hard factor with Jigglypuff. I really like the sourspotted fair into F-smash, and a pound into ground at low percentages (shield the grab, trust me) works well.



D. Drill Resting

A shorthopped dair (start the dairs while still going up so you finish the last kick in the air) into a rest results in a combo or near combo combination that kills at 41-87 damage (with all kicks hitting). This can generally only be DIed out of if done properly, but you can easily anticipate and input a DI to make the rest hit. The trick to making this a combo is to make the opponent trip by hitting them above their knees. If you make them trip, as long as you DI properly, its a true combo. However, if they stay on their feet, they can perfect shield the rest, with leaves you wide open for a kill of their choice.



E. DIing to Avoid Shield Grabs

In the air, Jigglypuff pretty much has to attack so many players shield grab her or attempt to. This can be avoiding by using Directional Influence away from them after using the attack. This can also be used effectively after a rising or falling pound (not neutral pound).



F. Empty Shorthopping

Shorthopping and then just DIing away (generally with an air-dodge) can make it so your opponents use a move with high ending lag, allowing you to get a free hit on your opponents. Works wonders if Lucas uses U-smash, but works on many other moves.



G. Long Landing Moves

(Marth’s B-Up, Falco and Fox’s B-Side and B-Up, King Dedede’s B-Up, Lucario’s B-Up) Some characters have moves for recovery that causes them to have to wait a while after landing before attacking or shielding. King Dedede’s is special. If you see a King Dedede who has 93 or more damage use his B-Up and not cancel it (or cancel it right before the ground, which causes almost as much landing lag), you should anticipate, avoid the landing while jumping over him and rest him. His landing takes so long that he cannot avoid it. For other characters whose B-Up leaves them vulnerable, you can rest them when they land. Some like Marth, Fox, and Falco, their recoveries leave them almost paralyzed, allowing you to anticipate where they will go, go under them and rest. However, for others, you should be cautious because they can avoid your rest leaving you vulnerable. Good examples here are Lucas and Ness’s Up-B and Toon-Links Up-B.



H. Approach

The best options for approach are to first jump up out of the range of projectile spammers if you are facing one. Then, lower yourself as you come within attacking range of them. Try to tip with a fastfall your bair and DI away. Its really useful and great. Weaving bairs with pound is insanely effective, pound works wonders if they dash into it. Fair is also useful if they are in the air. If they are in the air, using uairs is great but be careful of higher priority moves, however, this works wonders on characters like Olimar, Game and Watch and others.



I. Boost Smashing
Jigglypuff can boost her U-smash by using by canceling a dash attack with an Up-smash, it is easiest to do if you turn tap jump off and dash diagonally, press down-C and then press A. It should have a sliding and deadly U-smash. Very useful if timed well. If you do a dash attack, you are timing the A too late. If you do a stopped U-smash, you are timing the A too early. You should dash pretty far.



J. Stage Spiking

Attacking a character and bouncing them off the stage as a spike is a stage spike, which Jigglypuff is fairly good at. Jigglypuff has a couple good stage spikes, depending on the location of the opponent during the attack (we will do this for Final Destination, things have to be slightly adjusted for other stages). If the opponent is right under the stage or far under it, but not yet past the ledge, a fair or bair at low percentages works best because it will send them far from the stage. At high percentages, a nair works best because it has a long attack and sends them at the right angle for a spike most of the time, however, it does not send them as far. If the opponent is farther from the stage, you really should not stage spike them unless they have a great recovery, in which case use a fair (Pit, R.O.B., and maybe Kirby, Metaknight, and Jigglypuff only). If they are actually past the ledge and physically under the stage, your best spike is a rest. However, this will result in a suicide, so use cautiously (use to show off only). Your next best option is pound, which spikes them fairly well, and with little risk. The next best are fair, bair, and nair, and are really only used if you expect to be attacked, since they are much faster attacks.



K. Footstool Spiking

Jigglypuff has a fairly good footstool KO setup. If you nair sex-kick the opponent, you can then wait a second with a forward DI, jump, and footstool the opponent. This sends them around halfway down the abyss on Final Destination, which with edgehogging and amazing finisher for off-stage Wall of Pains or certain characters. Also, just anticipating where your opponent will be and jumping is fairly safe but can do an awesome spike. You can have great follow-ups from a footstool, like a falling nair or sourspotted fair, which is essentially instant death on a Star Fox character. This is the spike that Jigglypuff does not have that she could use, however, it is fairly difficult to pull off. Its best used as a surprise move when you are right above the opponent. Remember to follow it up and go for the gimp.



L. Slowing Momentum

If you are hit with a normally fatal attack off-screen sideways, it is general knowledge that you can use a DI in the opposite direction to slow your momentum down. Also, holding up and in slows it even more. The final trick is to repeatedly press fair because it comes out fast and drastically slows your momentum.



M. Jab Lock Combo

There is a jab lock combo with Jigglypuff that works very well and racks up damage to a kill very effectively. Once you start the jab lock combo, they will die assuming you don’t mess up. The trick is at low percentages to use a pound or U-tilt. Then, footstool the opponent and use an nair or fair sex-kick while fast-falling. Then, when the opponent is lying down, jab them twice, take a step, jab twice, step and repeat. Finish it off with a D-smash or rest once the opponent can be killed safely the way of your choice. Any trick where you can get your opponent stuck on the ground and then jab them like this can be used, it works okay if you get them to trip after a dair, and really well if its done with a bair sometimes. The best setup is as mentioned, but it does have other setups.



N. Pivot Grab

This is done by running and pressing grab backwards. Its a universal technique but its good for Jigglypuff's mindgames. Be careful to use well because like any grab, it runs risks. Some of the great perks are if your opponent is shielding near the ledge, now you can B-throw them off the ledge instead of with a weak fair. It also is very useful for punishing an opponent if you know they will roll. Its essentially a pretty cool trick with most of its use coming near the ledge.



O. Ledge-Canceled Sing
This is done by pressing down when holding onto a ledge, and jumping fairly quickly afterward and using sing. This should have you rise slightly above the level of the ledge and then use sing. However, when you grab the ledge, the sing will cancel, so you essentially have a free fair or rest on your opponent. However, it does reduce the hitbox of the already pitiful sing and it has another downside. If the opponent anticipates this, they can steal the ledge from you, which is very embarrassing because it results in a death.



P. Ground Footstool Dair "Combo"
This "combo" is done by first full hopping a dair, and then footstooling the opponent with a dair, and then footstool dairing them once more. This only works three times because Jigglypuff has a two limit footstool, but it essentially creates huge damage. However, it isn't a true combo so it should be done cautiously. However, if you connect with all three, it should cause upwards of 30-40 damage. The problem with this is that it is not a combo after the the original dair and and not after the original footstooled dair, but is after the second footstool dair (its a smaller footstool) from my own experience.



Q. Punishing Boost Smashes
If the opponent is in the act of charging a smash or in the animation of doing a boost smash, any move Jigglypuff or any character hits on that person will have an extra 20% knockback. This is because of some faulty Brawl mechanic and it is fairly useful in boost smashes. It can allow you to punish opponents with rollout or others moves and have them KO at very low percentages.



R. Punishing Laggy Moves

Jigglypuff has a fairly strong moveset towards punishing laggy moves, whether they be recovery or just playing a foolish opponent. This is mainly divided into 4 sections: charge moves, larger ending lag moves, roll spammers, and spot-dodgers.



1. Charge Moves

Against charge moves, you really should use rollout. Learn the hitboxes of all your opponents moves and learn when to release the rollout. It is essentially a safe free kill on smash or charge move spammers. The only exception to this is Dedede, with his B-Down. In this case, go off the stage and ledge-stall until he releases it. He will take damage in the meantime and he cannot punish you if you ledge-stall.



2. Larger Ending Lag Moves

Moves like this are like Lucas's U-smash, Zelda's U-smash, Wario D-smash, and others. In these situations, you generally don't have enough time to use a rollout, so you are going to have punish them accordingly. Boost smashes work wonders, and so do dash attacks. SHed fairs also work pretty well, use those to your advantage. Essentially, try to get any damage on them before their ending lag runs out. Boost smash is the ideal move because it goes the furthest fastest, does the most damage, and finally has pretty good knockback.



3. Roll Spammers

Roll spammers are much harder to punish as a Jigglypuff, mainly because she doesn't have the range on her D-smash to hit an opponent whether or not he rolls (like R.O.B. or Marth, who can use D-smash fairly safely whenever the opponent is near, Jigglypuff can only hit them wherever she is closer to the opponent before or after the roll). Also, her D-smash requires a decent startup as well, and its pitiful knockback makes it fairly worthless. Your best options against a roll spammer is anticipating when they will roll, for then you do have options. F-smash just does wonders if you anticipate them to roll under you, F-smash backwards and they will regret rolling. SHing a bair is a much safer alternative, and also has a decent reward. However, as a kill move, on beginners who roll spam or just someone who wants to take advantage of Jigglypuff's pitiful D-smash, a F-smash really kills. Especially because most of the time, its puts the opponent in F-smashes sweetspot, allowing a KO at very early percentages.



4. Spot-Dodgers

Spot-dodgers are somewhat annoying for Jigglypuff to deal with, especially if their name is Metaknight or R.O.B. Fortunately, they have one easily exploitable weakness: Pound. If you see someone spot-dodge, pound them. The ridiculously long lasting hitbox causes them to get immediately hit when the spot-dodge animation ends. This is the only time a pound should ever be done on the ground, if you are on the ground next to a spot-dodger.



S. Tech Chases

Jigglypuff has the tools to deal with a tech chase. Very well. Its a great option for Jigglypuff and if the opponent doesn't react almost immediately, it almost guarentees a KO past 80% or so (assuming rollout is fresh). Jigglypuff has these major options in a tech chase: rolliut, dash attack, and boost smash. All have different uses and can be put to good use. Rollout is best used if you are sufficiently far from your opponent. Charge it until you get you see them commit one direction or another and release, it should cause an awesome kill. Only release though exactly when they commit. If the opponent is very close to you, use a dash attack. If the opponent stays where they are or tries to roll away from you, they will get hit. Nothing will happen if they either attack up or roll under you, so its still a good reward. Boost smash is for midrange where you anticipate your opponent moving away. SImply boost smash and if the opponent rolls away like you aniticipated, release at the right time.



T. Pivot Walking

This is a cool advanced technique for Jigglypuff which is done by walking forward and then pushing the C-stick diagonally backward and upward with it set to smashes. This should cause Jigglypuff to spin in a circle, and if you do it at a certain pace, she can coninute to spin. It helps her turn quickly to use U-tilt's longer ranged side well, and it also gives her good momentum for bair. Finally, it can be used to stutter step F-smashes and other moves. It is considered almost useless, but its two main uses are quickly turning you around for larger range on your U-tilt and the momentum for bair.

Here is a movie showing pivot walking:
http://www.youtube.com/watch?v=38SKbFLwiuU&fmt=6



U. Interrupting Moves

In Brawl, there is very low hit stun, and as a result, many moves including jabs and other multi-hit moves can be interrupted with rest. This is because rest's hitbox comes out extremely fast and so with proper directional influence, or DI, you can actually rest them in between parts of the move. This is very useful and testing is currently being done, but some of the most practical applications of this are on Metaknight, Diddy Kong, and Lucas so far. Testing is currently going on now but once it is done, the results will be posted in the "Advanced Information" area and its applications will be posted in each character description.

Here are two basic videos of moves that can be interrupted with rest:
http://www.youtube.com/watch?v=tQSEhawLRuE&fmt=6
http://www.youtube.com/watch?v=tZYMyP4qRzI&fmt=6



V. Planking (Ledge Stalling)

This is a very controversial technique that is only allowed at some tournaments, but it essentially involves a character stalling below the stage and hiding under the stage so the opponent has to come down to attack you. This works very well with Jigglypuff because her edge grab mechanic is so great to she can essentially be safe while she comes up to grab the ledge, a a vulnerability in using this with most characters. This works on the fact that some characters have such limited recovery that they cannot safely go down and attack you, and they cannot attack you while you recover. In tournaments, because of the clock and the winner is based on who has more stocks or less damage if the clock runs out, this can be used once you get a percent lead to essentially stall out the rest of the match against a few characters, and therefore win matches that you likely would have had much more difficulty with. The best way to use this is to be below the ledge, rising pound around 3 times, and then jump, rising pound a few times, jump once more and then re-grab the ledge. This way if you get spiked, you can still recover. Then, try to grab the furthest away from the ledge you can, so no attack can get you until you are invincible. Then, as soon as you can push away, press down and repeat.

Here is a guide on how to plank in Brawl:
http://www.youtube.com/watch?v=YBAQTAKtxxQ&fmt=6



W. Slope Dashing

This is a cool technique that works for Jigglypuff on three stages and really has the potential to change her gameplay there. It is essentially a wavedash of Brawl, but in a very limited way. If Jigglypuff jumps with a strong DI toward the ledge on or right next to the ledge, she will dash instead of jumping, allowing her to do whatever she wants from the dash, like a grab or an F-smash. This was discovered by Sdwavedash and here is a cool video done by Havokk about this: http://www.youtube.com/watch?v=hnCFo2HRcB0



X. Wave Landing

This technique allows Jigglypuff to essentially wavedash by air-dodging when falling to the ground, and you dash based on your momentum so how you DI is very important. This dash always results in a shield, but if you buffer a jump out of it quickly, you will never see the shield appear. This is amazing to use with a grab or a jump, but also can have a roll (to quickly roll behind your opponent or as a sick mindgame) or a spot dodge (great to setup a grab as well). This has huge potential for Jigglypuff and allows her to approach and the ground quickly and safely after being in the air, allowing her to mindgame like crazy. You can do this after an aerial for almost no lag and allows you to either combo or quasi-combo really well with aerials like nair. This allows her to make an aerial wall and then dash backwards to a safe distance, really improving the use of back air. This also makes her an insane grab machine and allows her to get many grabs in a row, racking up huge damage and using it seamlessly with her aerial game, making her much better.



Y. Catching Items

There are two different ways to catch and throw items, press A or air-dodge. Jigglypuff has a fairly bad dash attack catch, but is very good at catching items through an air-dodge, aerial or a standing A. Air-dodging is fairly important. Because of her floatiness and many jumps, anything thrown to you will likely get caught if she is in the air. This is mainly to be used when they opponent is trying to lob you stuff from afar, because it has a lower risk and reward. Essentially, the trade off is that you cannot push your opponent back with an attack while catching, but it is also much safer. However, at close range, the opponent can intentionally try to set the air-dodge catch up (like Peach throwing a vegetable at close range to you and waiting to fair right afterward, to punish an air-dodge or hitlag, or a Toon Link throwing a bomb and then to a fair). In this situation, it is better to do an A catch, preferably a forward or back (depending on where you are facing your opponent) catch, so you catch the item, hit your opponent, and allow you to combo them fairly easily. Finally, you can catch items while landing if you are smart, so you can grab items on the ground below you. The main use for this is against a Diddy Kong, because he will leave his banana's everywhere. He will often leave a banana in front of him and a banana in his hand, ready to punish you when you land or if you commit. This is where Jigglypuff shines. You can waveland and catch a banana at the same time. And with a banana in his hand ready to throw, trying to start up a banana glide, you get essentially a banana and a free grab. Finally, you can ledge jump an nair or push away jump a fair to grab an item right next to the ledge. The ledge jumped nair is preferable if the opponent is far away, while the fair is recommended if they would get hit by the attack.



Z. Throwing Items
Most players when they get an item tend to throw it away immediately, trying to hit the opponent. This is exactly what you don't want to do. Learn the opponents strategy for using the item and play like them, learn how they use that item properly. Notice they don't just chuck it at the opponent immediately. They use specials, other attacks and the like to punish the opponent before dropping it on the opponent. Jigglypuff is amazing at mindgaming with the drop and re-grab, and she can use this insanely effectively. Drop the item and use nair or C-stick an aerial during a fast fall. This coupled with air-dodges allows you to attack like normal with a mindgame while actually holding the item, allowing you great setups. My personal favorite is dropping an item, fast falling a C-sticked fair, and then throwing the item at them afterwards. Use moves to set up item throws, and use this to set up other moves. Jigglypuff a god with items if you can use them well, especially with how good her grabs are and the like.



AB. Infinite Jump Glitch Using Sing
Sing ledge cancels at a very far range, but it cannot do so below the stage very easily. So if you go at a perfect range, you cancel the sing and Jigglypuff acts like she grabbed the ledge, meaning she refreshes all her jumps and the rest, but she never actually grabs the ledge and stays under. This could be an almost infinite stall if timed perfectly, although the timing is very difficult. This was discovered by Veril and co-discovered by myself (he found a much better use for a glitch I found).

Here is a video on how it is done:
http://www.youtube.com/watch?v=j_upXyxnIaM&fmt=6



AC. Interrupting Recoveries With Rest

If the opponent is trying to recover by attacking through you to grab the ledge, Jigglypuff can punish their recovery fairly easily by pushing away and resting. The timing takes practice for different moves and it can be difficult for some moves and easy for others. However, since on most stages this is an automatic suicide, its only real use is if you are a stock ahead and your opponent is at a high percentage so it kills him. However, if you on Jungle Japes, you can use this to punish anyone's recovery. As long as you know how to slow your momentum and get out the water, no matter where you push off the ledge you will be safe. Discovered by Veril.



AD. Reduced Stale Counter

In Brawl, moves weaken as you use them more. The game tracks the last 9 moves you have done and depending on how many moves you have in the stale move list, the weaker and less damage your moves are. However, if you hit with the same aerial 4 times in the air, for some reason only 3 stales get counted. This means that your 5th hit can be on a 3rd stale, and your 3rd and 4th hits are on 2 stales. If a certain stale is much more powerful than other stales, like fair's 3rd stale, you can use this to manipulate the power of the move. This is almost worthless but still useful.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
opponents can spike Jigglypuff, and even chain-spike her until she dies if she messes up, like Ike with his dair. Some of the major pros of this stage are Jigglypuff's ability to play shark and attack opponents below the stage. However, you have to be careful to get back to the edge in time. However, the original stage layout is not too favorable for Jigglypuff. Although many of the later stages are fairly flat but fairly bad for projectile users, making it like a better Final Destination, many have walk off edges and this can be a major issues against characters who can quickly in a side blast zone or carry you off, like the Ice Climbers or Donkey Kong. Never counterpick a Ganondorf here as well, he will kill you. Overall, it is a fairly good stage but most of its advantages are also weaknesses.

Good Against:
Neutral Against:
Bad Against: Ganondorf
Best Counterpick Against:


Halberd
Rating: 4/10
Description: This stage may appear to be a fairly good Jigglypuff counterpick because the main platform is essentially a sharkable version of the middle of Jungle Japes. However, it has some major flaws with it. First off is that it does not have any other platforms on the side where Jigglypuff can stay and use for mindgames so the stage platform hurts her a lot more than before because it becomes a much different platform pressure game. And unlike Japes, the vertical blastzone is very small and the horizontal ones are very small as well. To play here, try to shark and aim for the ledges and hope for the best. Unfortunately, a Marth or the like will **** you here. The difference between this and Jungle Japes is actually huge.

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Lylat Cruise
Rating: 4.5/10
Description: A stage that is much better for Jigglypuff than Battlefield, and it has an awesome background. However, it still has many of the same flaws as Battlefield, i.e., she cannot hit through the platforms. This makes it so characters like Marth can dominate her here, because they have much superior platform pressure games. However, this also helps because you can easily anticipate a tech chased rest here, and also can punish someone on the platform much better than other stages. This really helps close off projectile spammers like Pikachu, but can really hurt against others. Also, whenever Jigglypuff gets stuck on a platform, because of her slow falling speed, she essentially has to fly to the edge of the stage before going back under, which really leaves her vulnerable, but less so than falling. Finally, this stage gimps her recovery the most because when the stage tilts, she can get stuck under the razor thin level for a second, allowing someone to just bair stage spike her immediately. This forces her to more often recover above the ledge, which can leave her vulnerable to grabs and the like. Overall, its a decent stage, but is not a counterpick for really any character, and some characters will completely dominate you here.

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Pokemon Stadium
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:

C. Tournament Counterpick Stages


Brinstar
Rating: N/A
Description: The lava really helps you because you can gimp opponents into it and then rest them after getting hit by the lava. The platforms hurt, but are far enough away so as long as you do not rely on rollout, you should be fine. Just be careful to stay in the middle and not near the edges, because otherwise you will get into a Battlefield like postion struggle.

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Lylat System Corneria
Rating: N/A
Description: A really tough stage because you can get stuck in an infinite below where the wall, die very early because of the low ceiling, or very quickly due to the close ceiling on the right. Add that with the fact that you cannot plank safely anywhere on this stage and it really becomes on of her worst.

Good Against:
Neutral Against:
Bad Against: Bowser, Fox, Olimar, Toon Link
Best Counterpick Against:


Distant Planet
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Frigate Orpheon
Rating: N/A
Description: It has a platform on the right that often disappears, leaving stretch of ungrabbable stage. Take advantage of this and try to gimp your opponents then, but be very careful when the stage flips. A decent stage for Jigglypuff, just avoid the two levels on the left hand side. The ungrabbale edge really helps rollout and rest, its like the Mute City of melee. Also, it has great rest options and allows early kills, a must for any Jigglypuff main. Characters who use tether recoveries can't do anything here, a must counterpick on Olimar.

Good Against: Bowser, Diddy Kong, Falco, Fox, Ivysaur, Link, Olimar, Zero Suit Samus
Neutral Against:
Bad Against:
Best Counterpick Against: Diddy Kong, Falco, Ivysaur, Link, Olimar, Zero Suit Samus


Green Hill Zone
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Jungle Japes
Rating: N/A
Description: It has an insanely high ceiling and only 1 double platform, which really helps any Jigglypuff player (although it stops any rest kills). The platform is great to use as long as you are careful never to get stuck on the top. Also, side kills are easy and gimping people into the water is great, but be careful of the piranha. Really helps against guys like Fox and Lucas, who have great up killing options but only mediocre horizontal killing possibilities.

Good Against: Bowser, Charizard, Fox, Ike, King Dedede, Lucas, Toon Link
Neutral Against:
Bad Against: Donkey Kong, Falco
Best Counterpick Against: Bowser, Charizard, Fox, Ike, King Dedede, Lucas, Toon Link


Luigi's Mansion
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Norfair
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


PictoChat
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Pirate Ship
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Pokemon Stadium 2
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Rainbow Cruise
Rating: N/A
Description: N/A

Good Against:
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Bad Against:
Best Counterpick Against:


Yoshi's Island (Melee)
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:

D. Tournament Counterpick/Banned Stages


Green Green's
Rating: N/A
Description: N/A

Good Against: Mr. Game & Watch
Neutral Against:
Bad Against:
Best Counterpick Against: Mr. Game & Watch


Mario Circuit
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Onnet
Rating: N/A
Description: Another closed stage, the trick is to stay on the right hand side of the stage. Where there are the two platforms right above the other, just camp on the lower platform (unless if there are projectiles aimed at you, in which case go further to the right on the ground, but watch for cars). Make your opponent approach you, since you don’t have a chance on the other parts of the stage.

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:


Port Town Aero Drive
Rating: N/A
Description: N/A

Good Against:
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Bad Against:
Best Counterpick Against:


Skyworld
Rating: N/A
Description: N/A

Good Against:
Neutral Against:
Bad Against:
Best Counterpick Against:
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
V. Character Matchups



These are my own personal opinion after many battles among all these characters mixed with the character matchup chart. These have also been looked over by other quality players with experience against all these characters. The stage section in here essentially gives you your worst stage against the character, and it also tells you your best two, in order of how good they are. You need two because your opponent will likely ban 1 of the two.

For a few select character, I am going to give you two sets of counterpick stages, one set for those tournaments where ledge stalling is allowed, and those tournaments where it is not. If 1 of the first two stages I recommend you counterpick is SBR recommended as Counterpick/Banned, I will pick a third stage for you to counterpick in case that stage is not allowed in a tournament.


Bowser
Chance: 55-45
Description: An decent matchup because he is really easy to drill rest and bair or fair combo, but he also has insanely strong moves. He can be off-stage WoPed, but you must hit him during the startup of his B-Up otherwise you will be hit. Try many and frequent fake approaches, he is easy to punish if he screws up, but if her reads your approach, he can hit you out consistently. Edgehogging works well once you have knocked him far (use invincibility frames if he would hit you, if you did it properly he should not hit you or hit you only once). Use pound and avoid his aerials and smashes, they are a death sentence. His aerials have much higher priority but they are also much slower and so you can punish him for this. Watch out for his B-Down, its easy to stop if anticipated but if very spontaneously used, its a death sentence. If he uses his B-Up to recover and will land on the stage, use rollout. Try to hit him right when he is landing. If you can footstool him, great, but be careful of him using B-Up, for it will hurt. Do not get too close to him and abuse the Wall of Pain to force him to try to attack. If he fails using his bair, hit him and fast. He is great to throw bair chains on so have fun with that. If you have an annoying B-side infinite second jump spamming Bowser, try to wait for him to come to you. Its really pretty easy to punish him as long as you don't go rushing into him, and if you see him about to hit the ground (he won't) dash attack him. Watch out for his shield and punish it, force him to play out. Its hard to get hit if you play well and you will not get normal kills because of his fire and insane weight and strength. Also, he has a guaranteed jump grab release to uair and it kills at 60% on most stages, so Jigglypuff cannot be grabbed past early percentages. This is very dangerous for Jigglypuff and requires her to be somewhat cautious. He is however the easiest character in the game to hit with rest and it is very easy to setup a nice rest kill. Bowser requires good spacing otherwise he can punish you with some of his good grab release, his D-Smash or his B-Up, all which hurt.

Stage To Ban: Battlefield
Top 2 Stages To Counterpick: Jungles Japes, Frigate Orpheon


Captain Falcon
Chance: 70-30
Description: Really an easy matchup, he cannot punish almost all of your moves and you can gimp his recovery so easily. Once he's off-stage, just keep on using nairs whenever he tries to B-up. Once he's too low to make it straight onto the stage, egdehog him and he's dead. There are three things you have to worry about in this matchup and almost nothing else. Uair, D-smash, and his knee. All his other moves shouldn't pose a threat to you and you shouldn't be hit with anyway. For his Uair, dair cancels with it with you taking a fair amount of damage and him taking 2% unless you perfectly space it. Essentially, whenever you are in the air above Captain Falcon, get out of the way so you can beat him out horizontally. His uair is really one of the few moves to worry about, it has great horizontal distance as well. For his knee, its much harder for a Falcon to sweetspot than melee it so it doesn't pose any real threat unless you are caught vulnerable. However, since Jigglypuff has a fairly infinite recovery, you never really have to worry about it being used to kill you off-stage. As for his other moves, his dair is only semi-worrisome but easily punished with a good DI and bair. His aerials are punished easily with good bair approaches and pound, and the same is true of his ground game. Good kill options are fair and gimping, as well as a smart dash attack. He really has no answer for you. On the ground, bair and fair pretty much kill every approach or camping option he has. In the air, watch out for nair but thats mainly it. In the air, he loses every time to pound, so use it well.

Stage To Ban: Battlefield
Top 2 Stages To Counterpick: Final Destination, Jungle Japes


Charizard
Chance: 40-60
Description: Can be fairly hard if you do not know what you are doing, or fairly easy if the Charizard does not know what he is doing. Jigglypuff has the advantage over Charizard in all but Rock Smash which can be a killer for Jigglypuff. Few players know how to beat a smashing rock smash Charizard, and it kills many players. The trick is to use pound, it causes twice as much damage for Charizard and you get very limited knockback. His is slightly difficult to off-stage Wall of Pain, so you should try kicking him back till he is forced to use his B-up and edgehog him. Drill resting is another good option and so is fairing if you have not used it in a while. A good option to rack up damage is to get him into the air. Be careful in doing do, but if you are in the middle of the stage and grab him, a F-throw to aerials can work wonders. Mind games are great, use empty shorthopping to get him to use a higher lag move, hopefully rock smash or a grab. Then use pound to get him in the air and start racking up damage.

Stage To Ban:
Top 2 Stages To Counterpick:


Diddy Kong
Chance: 55-45
Description: His aerials have about an even chance with you, but his smashes are fast so avoid that. However, he is easy to gimp since his B-Up takes a while to load, so abuse that. His bananas don’t do much since you are in the air so much, just try not to get trapped in his double banana glide. Watch out for his bair and his dair though, the bair is tough to hit through and his dair is a viscous spike that you will not recover from off-stage. If you avoid the banana trip to F-smash trick by teching out of it, he does not pose the biggest threat to Jigglypuff. With a proper DI, Jigglypuff can also rest through his F-smash, so it really hurts his KO options. Try to approach him wisely, and use his bananas against him but stay mainly in the air to avoid his insane banana gliding abilities. Diddy is tough to off-stage Wall of Pain, mainly because he can fairly effectively B-side back to the stage. If he, however, is ever forced to use his B-up, abuse him. Bairs work well here but not amazingly, his aerials work fairly well through them. Just be careful and be campy enough not to get beaten by his aerials, which pound can really help you beat.

Stage To Ban: Final Destination
Top 2 Stages To Counterpick: Frigate Orpheon, Smashville


Donkey Kong
Chance: 45-55
Description: Many consider Donkey Kong hard but he is a punching bag for multiple bairs or fairs and can be killed easily using drill resting. The trick is to avoid his smashes and his U-tilt combo at early damages. Watch out for his giant punch (specifically the 9 punch) and he will have a hard time killing you. He is difficult to successfully off-stage WoP, but do it anyway since you will rack up damage on him anyway. If he is above stage, he will get back, but if he is under, time your attacks well and you will win. His B-Up is very gimpable, it just requires you to have good timing. Your uair beats out his dair and moderately well timed aerials pretty much beat out all of his aerials except for bair. He can kill you very spontaneously, so this matchup can turn on you in a matter of seconds. If he's on the ground, try to punish him above his F-tilt but away from his U-tilt, it leaves him with little options there. In the air, just hit him as long as you can as long as he can't hit you with a bair. If he turns his back to you, leave immediately. Try not to hold your shield at all, his B-side kills.

Stage To Ban: Jungle Japes
Top 2 Stages To Counterpick: Smashville, Final Destination


Falco
Chance: 40-60
Description: His laser is a killer so you must duck when the game starts. If the Falco is a good one, you must duck (i.e., he SH double laser so he gets no ending lag on the second laser) and wait until he comes within B-side range (if not, then jump toward him and try a normal approach). Then you must immediately jump and neutral air, because he will almost certainly B-side. Nair has higher priority and length than B-side, so you will be safe using it. Do this once in a while and the rest of the time jump and go towards him. If he illusions away, duck and wait for him to approach again. If not, then try to fair him and get close to him, while staying much of the time in the air. Finally, he is difficult to off-stage Wall of Pain, but if you do get him below the stage without his second jump, he under no circumstances should survive. Any good player will make it so he does not have a life (since he has to firefox, and you can fair through it to his death). If not, anticipate his illusion back to the stage and if he will land on-stage using it, charge rollout or an F-smash and punish him for it. If not, edgehog him and make sure he does not get the ledge (i.e., jab diagonally when leaning on the ledge at the last second). These two work together if he will barely make it back, but you must choose the first option if he is barely too far to grab the ledge (he will try to land on-stage, in case of an accident so he doesn't die). If he is so far his illusion will cause him to have to go for the ledge either way, then edgehog immediately if he does it above the stage or even with it, just pummel diagonal and go for the kill. Early on, he will try to chain-grab you with down-throws to a a dair to a grab again to a dair and then to a dash attack U-smash (gattling combo). This racks up huge amounts of damage but can be avoided with proper DI's. Watch out for his bair, its really the best out of his other aerials, his others are fairly dangerous because once Falco is stuck airborne, Jigglypuff has a huge advantage. Because of this, he will stay near the ground and mainly use laser, smashes, and bairs and punish you badly with them.

Stage To Ban: Jungle Japes
Top 2 Stages To Counterpick With Planking: Frigate Orpheon, Smashville
Top 2 Stages To Counterpick Without Planking: Frigate Orpheon, Smashville


Fox
Chance: 45-55
Description: His laser forces you to approach and makes it difficult to fight him. Since his illusion goes so far, he cannot really be cornered or approach a normal way. Also, you must avoid his dair to U-tilt because it racks up a lot of damage and if he chooses to U-Smash, it will kill you early. The trick is to perfect shield if you get hit by the dair. Also, try to stay in the air more often and then use your aerials into ground attacks. He is difficult to WoP if he is above the stage because his illusion is almost impossible to beat. Your nair sex-kick will beat it, but he can illusion right back again above you. Ducking his laser is another good option, and use pound a lot in this match. It’s a lifesaver. Never air-dodge right after his down throw, he is trying to get you to do that and it sets him up with a free nair. However, if you jump immediately, you should be safe.

Stage To Ban: Corneria
Top 2 Stages To Counterpick: Jungle Japes, Smashville


Mr. Game and Watch
Chance: 15-85
Description: Whether he is a pro or a complete amateur, all a Game and Watch has to do is bair you and you will lose. It has insane priority and range, and even beats pound in terms of range and priority. Your only chance is to do an insane amount of mindgames and dash dance into dash attacks and the like. You can win against a much worse Game and Watch, but you really have to punish his bair early on by rolling around it and using grabs. This is one of a few characters where if you have the option, use another main. Impossible to be off-stage Wall of Pained, his B-Up essentially kills whatever you did when used. Your best option to kill him early and essentially only option is drill resting. You can also try using smashes after a bad-spotted fair. Make sure you tech out of his Down-throw, otherwise he will d-smash you and kill you. Rollout is very easily punishable by Game and Watch, and the only time to use it is when you are lifted by his B-Up, release it while he is in his parachute and he will die often. If he holds a smash, charge rollout and time the release. His F-smash has fire linger, so you will have to release it slightly later. His aerials beat out pound so you really have to mindgame the entire match just to beat him.

Stage To Ban: Corneria
Top 2 Stages To Counterpick: Green Greens, Jungle Japes, Final Destination


Ganondorf
Chance: 65-35
Description: Don't underestimate this matchup even if it appears to be a great advantage for Jigglypuff. Thats assuming you have proper DI's, good spacing and anticipation of the Ganondorf. If you let your guard down, around any of his moves can kill. His dash attack kills even before 100%. You really should never be on the ground near a Ganondorf in this matchup, his lightning storm of dairs will just rip you apart. So why is this a good matchup for Jigglypuff? Because if she keeps proper spacing in the air and doesn't try to trade hit with Ganondorf, she really has much more material to beat out him. Edgeguarding is pretty awesome for Jigglypuff here, it essentially helps Jigglypuff a huge amount, just screw with his recovery and edgehog and you'll be fine. Pound rules here so use it to dominate. Try not to combo out of pound, just get away. The risks aren't worth the rewards, his dair is too vicious. And also, never expose yourself for a dair spike. Jigglypuff can stay far enough away with her insane recovery not to let herself get spiked. Be careful of his fair, its pretty deadly if it hits but it has insane lag on it. Can be punished if its missed or if you attack early during the animation (should have already started the attack though).

Stage To Ban: Delfino Plaza
Top 2 Stages To Counterpick: Jungle Japes, Frigate Orpheon


Ice Climbers
Chance: 50-50
Description: The summary of the matchup: do not get grabbed. And Jigglypuff is one of the few characters that can essentially ensure this, as long as she spaces well using bair and rising dair spacing. Try to approach with a retreating bair, then rise over them with a dair and then mix up variations of this. However, they still have a few tools to deal with you. Blizzard, U-smash, and desyncs, especially with squall, can really wreck Jigglypuff. This is where dair becomes crucial, and so does bair. A well spaced bair beats out the Ice Climber's U-smash, and a dair can punish a desynced squall by allowing you to start racking up damage on Nana. Jigglypuff is probably one of the best at punishing a separated Ice Climbers. Once Nana is separated from Popo, go attack Nana. Do not go for Popo under almost any circumstance unless he really cannot do anything to avoid you. Remember Popo has an actual players skill and will air dodge and avoid you and be able to get to Nana much better than Nana can get to him. There are three ways really to hit the Ice Climbers. 1 is a hit that does not leave you vulnerable for a grab because you outspace their relatively poor grab range. These are mainly rising pound, dair, and bair. 2 is a move that attacks them while they are in motion and slightly desynced, so you will definitely hit one, meaning they cannot start a chain on you until very high percentages. Moves like this are pound, falling pound, fair, F-smash, and boost smash. However, be very careful doing these because if you underestimate the situation doing this, you will lose a life. The final move is one that gives enough shield knockback so they can't punish you. Unfortunately, Jigglypuff is relatively poor in moves here but next to the edge, F-smash and dash attack are both very viable. try to use a mixture of these attacks so you do not become predictable, which is one of the major reasons why people get grabbed. As for gimping the Ice Climbers, you really have to worry about their B-up. Because of this, always be ready to grab the ledge. Their normal recovery, which has very high priority, separates them if they don't auto cancel on the ledge. Use this to your advantage. Also, many will recover using a squall type recovery, where it takes longer and so if you try to edgehug, you will be stage spiked. However, their squall recovery can be stopped fairly easily with a dair or other aerial. So they will almost certainly mix up the two and try to punish you for one assumption. However, if they are below the ledge, you have one way of getting a fairly reliable gimp on them or at least separation. Just grab the ledge when you expect them to recover. If they use their B-up right then, roll onto the stage and try to punish them accordingly. However, if they use their squall, push away a bair and try to get separation like that. As far as stages go, the Ice Climbers need room to chain grab. They also don't like small platforms because it allows people to wait for the opportune moment to approach and avoid almost anything they can throw at you. Therefore, ban Final Destination on them. Its one huge area where you are forced to approach them and because of desynced ice blocks, no one can plank them here. Instead, go to Smashville and Jungle Japes and Norfair. Most Ice Climbers for some reason enjoy going to Smashville, so if you can make it your first stage do so. On Smashville, stand on the platform and wait until you get close to them before working in and out avoiding a grab. Then, when you are far from them, go back onto the platform and repeat. Its hard for them to approach you up there and even if they do, the ability to chain grab is greatly reduced. The same is true for Norfair, where the small platforms screw with their chain-grabs and overall approaches badly. Just stay on a top platform and you should be fine. On Japes, the edges are above and very small making it almost impossible for them to chain grab well, so go here and also try to gimp them into the water. Overall, these 3 stages are great counterpicks for you.

Stage To Ban:
Top 2 Stages To Counterpick:


Ike
Chance: 55-45
Description: Ike is an insanely powerful large character who is surprisingly nimble due to his crazy IASA (Interruptible As Soon As) frames. He really is the definition of gimp, amazingly easy to kill and neither player in this battle should go above 80 damage. Be really careful of his smashes, they will kill you early. This is one character who you do not want to even think about trading hits with, most of he moves can kill Jigglypuff early. Even though pound beats all of his smashes, DO NOT pound through his smashes. Its not worth the risk and reward. Be wary of his eruption (Neutral B), because it has super armour (cannot be hit through if he is releasing the attack). If he is charging it, hold rollout and wait until he has to release it and then attack (shielding it to a grab does wonders), be careful of his spontaneous usage of this in the air. Once he’s off stage, hit him far from the stage. Its really easy because he generally has to charge B-side or go under the stage. Either way you can attack through it and if he releases it, fair and it won’t do any damage to you but he will be permanently stunned and die. His jab is the definition of ****, it does 16% damage and has an insane disjointed hitbox that comes out fast. Near the ground, abuse fake approaches and pound far enough away so Ike has to dash to get hit with it but if he decides to smash, you are completely safe. It really hurts his SHed fairs and nair game, just you have to time it well before the fair animation starts (or nair). Try to get in on Ike and combo him with bairs and fairs, essentially never let him get away. Drill resting does wonders starting at mid-70's, just be smart cause his U-smash hurts. Watch out for his bair, if he's RARing towards you, just back up and try to approach later. Be careful with his back turned to you, it really kills. Space well enough with bairs and don't try to pound through him on the ground (a decent ways in front of him is fine, on him is dumb), he will grab you and do considerable damage, like Jigglypuff.

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Top 2 Stages To Counterpick:


Ivysaur
Chance: 50-50
Description: For Ivysaur, you have a real advantage over him in killing him early. Use a variety of attacks (fair, bair, dash attack, grabs, pound) and try to get a back throw or fair to get Ivysaur off-stage. Then simply do one more hit to get rid of Ivysaur's second jump and then edgehog. Renew your invincibility frames but Ivysaur will die. Watch out for neutral air and his u-smash though, as well as try to moderately close to avoid the B-side but still stay away from the U-smash. If he knocks you above him, air-dodge his uari because it is fairly powerful and is one of his better KO options. However, he is much weaker than Jigglypuff in the air, like Charizard, so you can really damage him if you use F-throws when you are in the middle of a stage (B-throw whenever it could lead to an off-stage WoP). Try to avoid staying in the air diagonal (more upwards than horizontal) because he will try to use his vine whip, and if he sweetspots it, you will die even if you are under 70 damage.

Stage To Ban:
Top 2 Stages To Counterpick With Planking:
Top 2 Stages To Counterpick Without Planking:


Jigglypuff
Chance: 50-50
Description: This is a very weird matchup because you have a much larger threat from ground attacks than you would expect, but the trick is knowing how to counter her style. Pound neutralizes rollout, so its a very safe attack to do on a rollout spammer. Also, using bairs and pound well once again do wonders, but fair is much more important in this battle. It will be an aerial fight so worrying about shield grabbing is almost useless, and fair really does wonders. Be careful not to get conceited to think that Jigglypuff cannot get edgeguarded, she can be surprisingly easily comboed if you just try to attack through or expect to get back. Since you can anticipate all your strategies and they can yours fairly easily, just try to out space the opposing Jigglypuff. Great KO options are resting at 57% and F-smash as well as dash attack.

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Top 2 Stages To Counterpick:


King Dedede
Chance: 45-55
Description: You want to jump up immediately at the start of this battle, since he will be throwing Waddle Dees and you do not want to get hit with a spikey thing. However, a Pound approach leaves you fairly vulnerable against his F-smash and you do not want to start it if you see it charging, just wait until it is finished and fair him the second afterward (time it and come in right before the attack). His U-tilt (it can kill you in your 70’s) is his best KO option, it comes out straight after a shield and is very fast with little ending lag and low damage is needed on Jigglypuff to die. Therefore, you want to use the Wall of Pain to go in and out and punish his shield without going over him. Therefore, you should stay not too close to him but not too far. Also, try off-stage Wall of Paining him if he does not go above you immediately. If he is at or above 93 damage and he uses his B-up, rest him when he comes down, it will hit if you do it right (this is if he does not cancel it or cancels it right before hitting the ground). Rollout works great on this, because once he successfully starts the B-up, it cannot be hit through, so rollout and rest are your best options (release rollout so you will not be hit by the shockwaves, but still will hit him when he is immobile). Pound goes through his Neutral B amazingly, just remember you will go through him. Use grabs and dash attacks sparingly, use your f-tilt moderately. Avoid his bair and dair and uair, his fair can be hit through before he starts it, since it takes a while to use. Drill resting is your best KO option, but do not use an open rest (for his B-up) before 93% and drill resting with all the hits (it does 16%, do no rest if it does not say 93% when you are about to rest) before 77%. This is because otherwise he will F-smash and kill you while you are immobile.

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Top 2 Stages To Counterpick:


Kirby
Chance: 45-55
Description: He's essentially a stronger better ground game Jigglypuff with slightly less air control. Abuse this. His ground game is like yours only much better, you won't win any battles fighting there. Watch out for bair and dair off-stage, and rollout is a fools move in this matchup. He will either F-smash you, inhale you, or bair you until you wish you were already dead, which will soon be granted. His grabs aren't great on Jigglypuff, but don't fall into them. His D-throw U-tilt grab combo can be avoided with good DI's and air-dodges, just be smart.

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Link
Chance: 60-40
Description: This an annoying matchup but a good one for Jigglypuff. You have to approach him and his zair is a pain to deal with, he will be a camper. Learn to catch his bombs by air-dodging at the proper time or more dangerously pressing A. Once you have one, throw it and approach well. Try to approach him above his aerials and use them well. His up moves can be very annoying but are manageable. 1 hit off-stage should be enough to kill him if well placed, its so easy to gimp him. Watch out for his dair and uair, they will kill you. Other than that, you should kill him once he's off the stage. Rollout going underneath his arrow can work really well, because its essentially a free kill, just don't count on it.

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Lucario
Chance: 40-60
Description: He is really annoying because he has a powerful aerial game that you have to be smart to beat. His aerials generally have more priority but with pound, you can counteract that. Watch out for his aura sphere, its so annoying. Off-stage you have a huge advantage, disrupt his easily messed up recovery and punish him, kill him early. Watch out for his vicious F-smash, you really gotta watch out for this.

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Lucas
Chance: 45-55
Description: You have to play him in the air and you should win there. He's annoying to approach because of PK Fire and PK Thunder and his defensive style. His U-smash beats out pound and kills really early, be careful but it can be punished very easily. Hit his Pk thunder with sourspotted fairs if you have the option, if you do he's pretty much dead. Otherwise, if he gets you with PK Thunder, you're pretty much dead. Never use rollout except for tech chases because Lucas has a good projectile, the best smashes, another decent projectile, and good enough grabs to stop it completely. One major trick Lucas has is a full-hopped dair to F-smash, be careful to avoid his aerials and if he hits you with this, tech immediately, although it is fairly hard to. Be insanely careful about approaching Lucas, all his smashes have high amounts of ending lag but kill very early, so spacing is crucial. That and the fact that most of his aerials outbeat yours but have longer startups, so try to pound through him in the air. If you start hitting him with aerials, he generally has to retreat a bit but its hard to successfully start this.

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Luigi
Chance: 35-65
Description: Really annoying to play on all accounts, his powershield absolutely kills you. His F-smash essentially kills anything that moves and his nair absolutely *****. He is annoying to play both in the air and on the ground, you will really have to play his air game however. To approach, get above his fireballs and get out of striking distance of his before bair spamming his shield. Try to find a place where he doesn't shield. Its easy to gimp him but if you fail, his recovery is insane. Try to ledgestall him when you are brawling Luigi, its your best option and isn't very punishable. Also, watch out for his B-side, don't try to fair through it, both hits happen and its a lot worse for Jigglypuff than it is for Luigi. If he jabs you, DI backward immediately, he is going to try to B-Up kill you which essentially kills you in your 30's.

Stage To Ban:
Top 2 Stages To Counterpick With Planking:
Top 2 Stages To Counterpick Without Planking:


Mario
Chance: 45-55
Description: A fun matchup because Jigglypuff has the tools to beat Mario fairly well, but he has the same for Jigglypuff. Jigglypuff is fairly easy to gimp and is punished greatly by a well-timed dair above him if all other gimp attempts fail. He is a great character to shield-grab if he tries to aerial on you, but he will fireball camp you, so approach will double jumps or with constant powershielding. Mario has a fairly good defensive game, so keeping good shield pressure is very important. Be careful not to get to close to his shield because besides shield-grabbing, he can also B-Up for large amounts of damage. His bair is really his aerial against you. He will use it for spacing and comboing you, so be careful with that, trying to shield-grab him or the like. Be careful for Fludd Induced Hit Lag, where when a Mario uses his flood and you contest it with a move, most notably rollout, you have large amounts of hitlag and it allows him to setup a nice kill move. Also, his cape is somewhat dangerous. He can use it to cape glide and setup a nice gimp, but other than that its use on Jigglypuff is limited. If he capes you on the ground (godforbid), shield immediately because he might to try an F-smash to kill you with it.

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Marth
Chance: 35-65
Description: Gimp him to death whenever you have the chance, but avoid his B-up, especially near the stage because it is an insanely strong stage spike if tipped (kills at 0% on Final Destination if perfectly done). Edgehogging is amazing, once again slam a diagonal DI for a quick edgehog when he is about to use dolphin slash, and watch out for B-side stalls. Have many mindgames and hope he uses counter during a fake approach (jump and press forward, air dodge back). Grab him, rack up some damage and back-throw him. Pound has longer range than his attacks (most of the time), and bair works wonder when in closer range than his fair. Use grabs and dash attacks, as well as sourspotted fairs to F-smashes. Never charge smashes or consistently fair him above the ledge when he is recovering, he will counter. If you are using rollout when he is charging something, time the release well and **** him. However, watch out for dancing blade and F-tilt, they really hurt Jigglypuff's SHed approach. Switching up FH's and SH's really works wonder. Learn his tip range and learn to stay outside of it or inside of it. F-smash tip kills very early. Be careful near the ledge against a Marth, he generally two options that are instant death: dair spike and dolphin slash. Bair and dair approaches are your best idea here, he has no projectiles or extremely long range, so pressure shield him with bairs before pounding through (only do if his shield is low and only do it so it will hit him unless he retreats so you aren't punished by ending lag). For dairs, you want to use them while traveling backwards above him and then jump to a dair so the dair barely touches his shield, and when you get behind him bair. Make sure you know how to punish a double fair approach, shield-grabbing does wonders with a Marth in the air. Well timed bairs can punish an aerial Marth, essentially weave your bairs and pounds well. Watch out landing near him, his ground game ***** yours. His U-tilt kills between 90's and 100's and comes out quick. Marth's grab release shouldn't be a major issue as long as you roll away. His dash attack is sign for you to punish him with a fair, and make sure to spam nair out of shield.

Stage To Ban: Battlefield
Top 2 Stages To Counterpick: Jungle Japes, Frigate Orpheon


Metaknight
Chance: 40-60
Description: Insane aerial priority, your pound is the only stronger move. Use rollout in this matchup, Metaknight can barely abuse it as well as pound. Try to give yourself space from Metaknight due to his insanely fast smashes and 1-2 punch. Use dash attacks and grabs and try to use your back throw to setup an off-stage Wall of Pain, it works a fair amount of the time. Be careful edgehogging his B-up, it is really hard to do successfully since there are two points where he can grab the ledge and you really have to have invincibility frames while he does the spin and push away from the ledge when he attacks out of it, so he is far enough from the ledge so he cannot grab it (if you know he will not attack, then stay on the ledge because otherwise he gets the ledge but you still have your 5 jumps). Never use U-smash in this match, same with down-smash. Try using a f-smash once in a while after bad-spotted fairs, but be careful. Drill resting is a great option for a kill. Watch out for his mach tornado, it beats rollout and a lot else. However, if you nair it, you punish it so aim at the Metaknight with nair whenever possible in his tornado. If you get caught inside, DI to the top of the tornado and use rest. Pretty epic when done. If he misses you with his drill rush, use rollout. It really just makes him wish he had never used it. If a Metaknight tries to use his glide attack when you are on the ground, jump and dair him. Its predictable so he pretty much has to diversify his game. His dimensional cape is essentially another reason to pound spam, its ******** hitbox owns him in every way shape or form. Watch out for an F-tilt, its got the highest priority so don't tempt him to use it. His D-smash is so annoying and you should never be on the ground near Metaknight, try to pound him if he uses D-smash.

Stage To Ban:
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Ness
Chance: 40-60
Description: His aerials are pretty tough to get through. He will oftentimes do retreating fairs, just avoid them, try to attack through and you will regret it. Try not to get grabbed against him, so pounding a shield is about the worst decision ever, mainly because his back throw kills you so early. His bat is pretty vicious but his recovery is absolutely terrible. One of the easiest guys to edgeguard, try to use sourspotted fairs to just slowly lower him. However, watch out if he gets his PK Thunder to hit him before you can hit him, because it does insane damage and is an early KO. His dair is absolutely deadly though so try not to get spiked with it. Like Zelda, try to stay out of the sweetspot of his moves, if he can't sweetspot, he can't win very easily. Use good forward and back DI's while in the air, this helps overcome the fact that Ness has superior aerials. You are forced to approach and be careful of his PK Thunder because he can both use it as an attack and a method to bait you so you get hit by his launched body after he hits himself just by circling it around his head wisely. Shielding well is crucial in this matchup, so play wisely.

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Olimar
Chance: 30-70
Description: Insane range, great projectiles, kills rollout and any of your approaches with side-smash, up-smash, and B-up. Olimar forces you to approach him instead of the other way around because of his B-side, where he throws Pikmin all over you. Try to just jump fairly high and approach him diagonally, using dair as a fairly safe method of approach. Make sure to be rising in the meantime because if you land next to him, you are screwed over. This is one of Jigglypuff's worst matchups. You do not want to hit the ground very often in close range of Olimar or cross directly over him unless if you are using pound (it neutralizes the Pikmin in the attack, so you get no damage and kill a Pikmin). Still, anything on the ground is fairly bad and he is only slightly weak behind him, in which case grab him.If you land near him, OoS nair and retreat immediately. Once he is off-stage and cannot recover with just a jump and an air-dodge, you MUST NOT LET HIM RECOVER. Off-stage Wall of Pain, edgehog, and renew invincibility frames to the max, and make sure to press a right when he uses B-up so he doesn't get the ledge but you don't get hurt (practice the timing). Your only chance and the way you will not need to get a new main for Olimar is to abuse his recovery to the max, literally do not let him recover when he cannot do so without his B-up ever. Watch out for his Pikmin throw if he has a purple pikmin, as it will knock you off the ledge so he can grab it. If you do so, you will have a small chance in winning, and if he does get his tether, try stage-spiking him (fairing him into the base of the stage for a spike before he can retract it and grab the ledge). You will lose against a decent Olimar if you do not capitalize on his mediocre recovery. While onstage, DI back and forth viciously, it is a crucial advantage Jigglypuff has. Try to get hits on him and once you get the lead, go below the stage and essentially ledge-stall while staying below the ledge the entire time, so you grab the ledge below it and under the stage. This was Olimar has no way to punish you and at the very least, you can win due to a 7 minute stall out. This works best on Smashville and Battlefield, both stages where if you so much as touch the diagonal part under the stage, you grab the ledge, but it does not leave you vulnerable whatsoever to someone with such a mediocre recovery. Be very careful not to land whatsoever near Olimar, and if you do, jump and nair quickly and try to get back. You essentially want to force him into the air where she can easily beat him out. But if is on the ground, watch out. Rising pounds can work fairly well in this matchup, but you have to DI away so your not in the range of his U-smash. When you are in the air, you dominate if you are below him but are in trouble if he is above you. Use your amazing DI so you never get uaired, cause otherwise it is very painful. Overall in the air, Jigglypuff has a fairly strong advantage. For stages, Jigglypuff really is going to have difficulty. Battlefield and Corneria both completely dominate us without planking, but you are essentially forced to ban Corneria. Make sure you do not start out on Battlefield or Cruise and you might have a chance to win this matchup. Olimar does terrible compared to Jigglypuff on Rainbow Cruise and Frigate Orpheon, so Olimar will ban 1. This makes it so if you win the first match, you can actually win the overall set but thats the real difficulty. Try to start out on Yoshi's Island or Smashville, however, be warned that the ghost can benefit Olimar more than you by saving him when he shouldn't have lived. On Smashville, plank if you are allowed to and use the platform and the stage layout to try to force him off-stage. Smaller stages help Jigglypuff here because once Olimar is off-stage, she actually has a chance in the matchup. And since Olimar will camp in the middle, its fairly hard to do so.

Stage To Ban: Corneria
Top 2 Stages To Counterpick With Planking: Frigate Orpheon, Smashville
Top 2 Stages To Counterpick Without Planking: Frigate Orpheon, Rainbow Cruise


Peach
Chance: 60-40
Description: A pretty different matchup from most for Peach, most of her "combos" don't work too well here and her D-smash is fairly worthless. However, she has some great tricks with her fairs, her tilts and her oh so annoying jab. Really watch out for her U-smash, its deadly and her F-smash will be used to create spacing. Try to be careful on the approach to avoid these two. Stealing vegetables from her by air-dodging or pressing A at the right time is an amazing skill to get, do this and punish her for it. She can be edgeguarded but not that easily, her umbrella is like a godsend to hurt Jigglypuff.

Stage To Ban:
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Pikachu
Chance: 45-55
Description: A tough matchup, but it can really be neutralized by good decisions. You have to approach Pikachu because of his standard B, but do so without going too close. You really have to force him out of his shield by using the WoP, but be careful of his D-smash, F-smash, and thunder. All of these will beat you, but can be punished with dash attacks (during a D-smash, do a well-timed dash attack during the animation). When Pikachu uses his Up-B as a method to cross the stage and do damage, go into the attacks range and use an nair sex-kick. He can be gimped mainly by nairing him lower and lower so he can’t recover, and stage-spikes work wonders. You have the advantage in killing him off-stage because he can be attacked through the startup animation of his B-Up. Make sure you count your jumps if your going to nair him lower. You generally want to have 3 jumps with rising pounds, but 4 is preferable (use jump, rising pound, jump….). If Pikachu thunders you in the air, immediately air-dodge because otherwise he will thunder you again when you are high in the air. This is a very unusual matchup for Jigglypuff, one where I would actually recommend Yoshi's Island due to the ability to avoid B-spamming but also giving protection from thunder. If you see him charging a skull-bash (B-side), jump and start to go behind him (on-stage, if off-stage, try fairing him at the right time) so he releases it, it can be stopped but at high risk (fair is best if you know when he will release it). Finally, there are two types of thunder, 1 where it lands on Pikachu and one where he DI’s in the air so it lands on the base of the stage The first one is a better KO move (if this form of thunder hits you were it meets Pikachu, you will die at around 60 damage) but can also be punished using a nicely timed rollout, dash attack, or grab. In this case, you come in right after the aftershock but before the ending lag ends.

Stage To Ban:
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Pit
Chance: 45-55
Description: This match is just **** for Jigglypuff in the air, so its fun in that way. However, his arrows pretty much put you at a disadvantage. Uair is worthless here and besides that, keep your spacing and you can essentially chain him pretty well. His smashes are really annoying and will be spammed, so unless he's been arrowing a lot recently, he doesn't have very many valid kill moves. Make sure your spacing is good is crucial in this matchup. Oh yeah and pound *****. He can also be edgeguarded off-stage very effectively and gimped, just try to constantly hit him to force his Up-B, in which case just go for an nair and smash DI toward him. His nair is the only aerial you need to worry about but if you have good spacing, thats a small factor.

Stage To Ban:
Top 2 Stages To Counterpick:


R.O.B.
Chance: 45-55
Description: N/A

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Top 2 Stages To Counterpick:


Samus
Chance: 40-60
Description: This matchup is really annoying because Jigglypuff has almost no kill moves. To damage Samus, she requires sex-kicks, so her fair is wasted early and she has to spam pound almost to no end. The entire goal of this matchup is to play Samus in close aerial combat, where you will dominate. However, approaching well is crucial. Jigglypuff generally has to approach from the air and suffer a bombardment of missiles, her laser gun, and plasma whips. Try to air-dodge the whip but it is more important to get close than to avoid a few damage. Watch out for ground combos, her laser and missle combos to other moves generally kill any ground approach you might have. Learn to shield-grab well in this matchup, its a saving grace. Anticipating the rolling and air-dodging of your opponent is also great, use it wisely to get in close aerial combat. Try to stay above Samus when approaching, her plasma whip really forces you back constantly and when used with a barrage of missiles, creates a very formidable wall. Watch out for her nair, thats her only option when are in close combat, but if you play smart, its a small factor. Unfortunately, Samus can combo you very well here. Do not stay near the edge for any reason whatsoever, her dair is a monster off-stage. I've had more issues with it counter gimping me than succesful gimps. If you get far enough from the stage and can keep them from correctly attacking you, go for the gimp, but try to stay on stage while they are near the ledge. If they are on the ledge, Samus generally has three ledgehop methods: missile and grab ledge, fair, or attack or roll on. In any of these three situations, you do not want to be straight next to the ledge. Generally, you want to be right outside of their range but within the range of an F-smash hit. Wait until they commit before starting the attack, or shielding if they choose to missile. Spacing is crucial.

Stage To Ban:
Top 2 Stages To Counterpick:


Sheik
Chance: N/A
Description: N/A

Stage To Ban:
Top 2 Stages To Counterpick:


Snake
Chance: 35-65
Description: Watch out for Snake's tilts, they are really viscous and can kill, but abuse his aerials except for his uair (watch out for that). His explosives are more dangerous for him in this game, so try to get him to plant them. Remember if you grab his cypher that he dies, with only you taking 6 damage. Grab his grenades and abuse fair and bair, with f-smashes following. Do a lot of backwards rolling and avoid his u-smash, since he can punish you if you spot-dodge it on the way back down. Attack him while he is in his cypher, and drill resting is an amazing option. He can be rested in his cypher, but generally you will die since it is off-stage. I prefer pummeling him with fair. Learn to perfect shield in this match, since you will often want to dair on the way down and then have to perfect shield his next attack. Not impossible and definitely better than other matchups. However, since U-tilt dominates your bair spacing, this really can't be an advantage. However, you can juggle this guy so well and really rack up damage on his recovery (although it is really hard to fully gimp him). His game plan is gonna be around making you eat grenades, mortars, F-tilts and U-tilts. However, since Jigglypuff spends so much time in the air, his grenades are much less effective than normal and can actually hurt the Snake more than you if you play very smart. Punish Snake with grabs and your superior aerial speed, but watch out for his explosives traps. Once you start to juggle him continue like there is no tomorrow. Off-stage his cypher dies compared to your gimping ability, but remember that he can recover anywhere so go for damage above all else. Memorize where he plants all of his explosives and be careful to avoid those areas. Snake can't force Jigglypuff to eat any explosives so you are fairly safe from his C4 and D-Smash. Spacing here relies on great bairs and dairs, use rising pounds as well if he is for some reason in the air. Once again he is pretty much a fortress, you cannot hit him without eating a U-tilt through aerial approaches. For this reason, abuse grabs to force him to shield more so you can space your aerials.

Stage To Ban:
Top 2 Stages To Counterpick:


Sonic
Chance: 60-40

Description: This is a very annoying matchup for Jigglypuff, but then again, completely possible and very even. Essentially, his speed makes it much more difficult for Jigglypuff to correctly space Sonic, but if she does, she has better possibilities than him. But his speed can be so spontaneous and with his crazy momentum changing moves, her advantage is only theoretical. In practice, it is much more even and is a battle on who can correctly space better. On the ground, Sonic's U-smash dominates. But with good spacing, she can overcome this and punish it with pounds very easily. His other smashes has very limited use as long and they are much easier to space. Sonic's B-Side gets dominated by pound, so be careful but you can punish him like that. In the air, his main danger is his bair and dair. Essentially, be careful never to be in range of his dair and be careful if he has his back to you. Other than this, he has very little options on Jigglypuff. When he tries to uair, you, dair anticipate it and he has no options. For his neutral B, just air-dodge or try to attack him while he is charging it. Other than all this, its a matchup where you really just have to play to get a feel of it.

Stage To Ban:
Top 2 Stages To Counterpick:


Squirtle
Chance: 50-50
Description: Squirtle is another who can be killed early. Just avoid his B-side, there is little you can do to beat it. Charge rollout whenever you see Squritle charge Neutral B when you are returning to the stage, you will go through it most of the time and damage Squirtle. Keep good spacing on your aerials and be careful of his U-smash. Off-stage Wall of Pain him and you won't need a good edgehog but if he tries to use his B-side to recover, fair him and grab the ledge and he is dead (I'll try to get a video of some of this stuff). Watch out for his U-smash, especially a dashed U-smash (hydro-planing). Watch out for his jabs and his dangerous throws, but also be wary of his f-tilt. Its not the worst matchup, but it requires good spacing.

Stage To Ban:
Top 2 Stages To Counterpick:


Toon Link
Chance: N/A
Description: N/A

Stage To Ban: Corneria
Top 2 Stages To Counterpick: Jungle Japes, Luigi's Mansion


Wario
Chance: 45-55
Description: Wario has generally high priority aerial moves and a better ground games, added with his fart attack. However, he can be gimped as long as he is below or at the level of the stage easily (so he cannot ride his motorbike onto to stage). Rollout is fairly useless, due to his bike. However, pound kills his aerials and fair and bair still work wonders, just watch out for his uair and dair. Watch out for his F-smash, it has super armor (you will do damage to him but he will still do that attack, so no knockback) and can kill you. Be really careful once he has his fart and try nairing to footstool spiking him, it works wonders. The same is true for edgehogging because his B-Up leaves is so bad. Just takes getting used to, you will soon be able to fight off most Wario’s.

Stage To Ban:
Top 2 Stages To Counterpick:


Wolf
Chance: 30-70
Description: This is a very hard matchup because Wolf can KO earlier, can KO easier, and can put damage on Jigglypuff easier because he is faster and has much better range. Also, using a move with 5 frames of lag essentially sets you up for an F-smash. Right here, it sounds like playing G&W. However, there is hope. First of all, never under any circumstances land near a Wolf. He is a space animal, he will kill you. However, in the air, Jigglypuff can have the advantage. Although his aerials beat yours, you can outspace him by using retreating aerials and then punishing him. Essentially, never stay in the same place in the air and never land near him. Bait him and then see if he bites and then punish him. If not, land far away. Camping does almost nothing in this matchup, her grab range is too small to be useful. Be careful about approaching him, since Jigglypuff does not have disjointed hotboxes, he will be able to use the reflector fairly well. Try to bait him on this as well, and then attack through (pound works well). This is a really annoying matchup to play, since he will camp you with F-tilts, bairs and the rest. Edgeguarding works well with sourspotted fairs, either facing towards or away from the Wolf (both go through his B-side). Once he is forced to use his B-Up, nair him repeatedly and edgehog. Its your only chance to edgeguard him and it works fairly effectively if you can get him to be under the ledge with no jumps left (very hard to do). Unfortunately, one of the best ways to set up a gimp is a B-Throw on Wolf, but because its insanely hard to grab him, especially near the ledge, its not any real advantage. Be really careful.

Stage To Ban:
Top 2 Stages To Counterpick With Planking:
Top 2 Stages To Counterpick Without Planking:


Yoshi
Chance: 45-55
Description: This is a very different matchup for Jigglypuff but it is manageable, because Yoshi is the only character in the game that surpasses her aerial speed. This really makes her spacing a lot more difficult than most matchups, but if she gets accustomed, it can almost become even but Yoshi still has more options than her. The good news is that pound is a beast in this game, Yoshi's barely shield so it is hard to punish, screws with spot dodgers, and really beats out his aerials unless he has super armor from his second jump (just watch out for anything he does from his second jump, your best bet is to air dodge and try to punish him once the super armor is gone). Rising pound when Yoshi is on the ground really screws with his options as well, its much harder for him to grab you (even pivot grabs or the dragonic reverse which helps). This is also counters very easily the really bad egg roll, which can also be punished very well by a perfect rest, and rising pound if spaced well nullifies Yoshi's U-smash, which really kills her in this matchup. However, Yoshi's bair is a monster and can really hurt her, and Jigglypuff is forced to approach here. Although eggs are not very good, they can get preliminary damage and hurt her fairly badly. Yoshi's uair is a real danger to Jigglypuff with its super armor on a second jump, so just air dodge if a Yoshi does that, other you are fairly safe. Be careful on the ground here because he can grab you fairly easily. As far as gimping him, he is fairly hard to gimp because of his super armor on his second jump and the fact that he can recover while air-dodging. Your best option is to get a sweet spotted fair (mid 40's) or an nair or sour spotted fair (mid 60's) on him and then footstool him to successfully gimp him. However, this will be very rare and shouldn't be counted upon. Rollout almost never works because of his eggs and his egg roll, so try not to use it. And never recovery with it because it gives him a free option to uair kill you.

Stage To Ban: Final Destination
Top 2 Stages To Counterpick With Planking: Castle Seige, Jungle Japes
Top 2 Stages To Counterpick Without Planking: Jungle Japes, Norfair


Zelda
Chance: 35-65
Description: This is a tough matchup for Jigglypuff, and it has very basic rules. If you get and keep Zelda in the air, you will win. If she stays on the ground, you lose. Zelda is a fortress in many sense of the word, and she can really stop almost all of Jigglypuff's approaches. She can jab and trade hits with pound, her U-smash and F-smash are essentially killers and get huge damage upon you. However, in the air she is vulnerable. You have a much better aerial game and since she is floaty, she is much more vulnerable to staying in the air if you juggle her well. Unfortunately, you are forced to approach in this matchup. Her Din's Fire is insanely good, and so you should get into mid range combat or close range combat immediately, since Jigglypuff can punish a Din's Fire very well at these distances (fair or pound, both protect you from the attack and punish her for using it). Try to mindgame at mid range, air dodge and DI viciously back and forth. Try to get her to commit with a move, because if she does, then Jigglypuff can punish her. Try to punish with a pound or a grab, because both can help you send Zelda into the air (use U-throw). In the air, try to juggle her with bairs and uairs, but watch out for her sweetspots. You can avoid them fairly well if careful, but she can also kill you quickly if one hits. If you are launched by Zelda, she will do one of a few things. She will either try to uair you (so DI away from her if you get launched above her), or she will try to use Din's Fire and rack up damage or kill you with it (air dodge at the appropriate time and DI inwards so to get closer to her so it becomes less effective). Be careful while trying to juggle her because her neutral B (Nayru's Love) has invincibility frames, so it can be used as an effective combo breaker. However, it also can be punished at the end so if she gets caught using it, its a free hit. However, on the ground, watch out for her U-tilt or F-tilt. Both can really do quick and big damage and Jigglypuff really has no options for them. Just mindgame and punish. Gimping Zelda is rather hard to do all the way, but getting a lot of damage on her isn't. Her recovery is fairly easily interruptible with any aerial of your choice, and so if you catch her before the end of the attack, she is in trouble. The best option is to knock her far and then edgehog her, and if she is in a position to land directly on the stage, get out of her way (unless she falls from above, then punish her accordingly), it hurts. When gimping Zelda, watch out for a counter gimp dair, it has surprising range and really can be quite spontaneous.

Stage To Ban: Luigi's Mansion
Top 2 Stages To Counterpick: Jungle Japes, Frigate Orpheon


Zero Suit Samus
Chance: 40-60
Description: A difficult but medium matchup for Jigglypuff, Zero Suit Samus is fairly formidable in the air. Jigglypuff has difficulties approaching Zero Suit Samus, but in close range combat, Jigglypuff dominates. Jigglypuff's range with aerials makes it very hard for her to bair pressure Zero Suit Samus's shield, but you can compensate by smartly landing a dair or never landing near Zero Suit Samus. Jigglypuff is one of the best to gimp Zero Suit Samus, just try to force her to use her B-Down by bair or sourspot fairing her and then ledge-hug her.

Stage To Ban:
Top 2 Stages To Counterpick:
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
VI. Gameplay Videos



Tyser (Jigglypuff) vs. Blank Mauser (Bowser)



(Nothing as of yet)



(Nothing as of yet)



Illinialex (Jigglypuff) vs. Jingo (Donkey Kong)
Glick (Jigglypuff) vs. MdrnDayMercutio (Donkey Kong)



Bowyer (Jigglypuff) vs. Ankoku (Falco)
Sixflags (Falco) vs. Illinialex (Jigglypuff)



(Nothing as of yet)



Bowyer (Jigglypuff) vs. NoJ (Game &Watch)
Illinialex (Jigglypuff) vs. Vajaj (Game &Watch)
Glick (Jigglypuff) vs. nappyheadhoes (Mr. Game and Watch)



Tehrxxz0r (Jigglypuff) vs. Unknown (Ganondorf)



(Nothing as of yet)



(Nothing as of yet)



(Nothing as of yet)



(Nothing as of yet)



Tyser (Jigglypuff) vs. Blank Mauser (Kirby)



(Nothing as of yet)



Bowyer (Jigglypuff) vs. dark (Lucario)



(Nothing as of yet)



Bowyer (Jigglypuff) vs. dark (Luigi)
JeepySol (Jigglypuff) vs. Mabo (Luigi)



(Nothing as of yet)



(Nothing as of yet)



Illinialex (Jigglypuff) vs. Zero (Meta Knight)



(Nothing as of yet)



JeepySol (Jigglypuff) vs. Mabo (Olimar)
Illinialex (Jigglypuff) vs. Geo (Olimar)



(Nothing as of yet)



Bowyer (Jigglypuff) vs. Anther (Pikachu)
Tyser (Jigglypuff) vs. Mushroomring (Pikachu)
Tyser (Jigglypuff) vs. Mushroomring (Pikachu)
Tyser (Jigglypuff) vs. Mushroomring (Pikachu)
Tyser (Jigglypuff) vs. Mushroomring (Pikachu)
Tyser (Jigglypuff) vs. Mushroomring (Pikachu)



(Nothing as of yet)



Illinialex (Jigglypuff) vs. ShadowHydra (Pokemon Trainer)
Illinialex (Jigglypuff) vs. ShadowHydra (Pokemon Trainer)



JeepySol (Jigglypuff) vs. Mabo (R.O.B.)
JeepySol (Jigglypuff) vs. Mabo (R.O.B.)
JeepySol (Jigglypuff) vs. Mabo (R.O.B.)



Bowyer (Jigglypuff) vs. Anti (Samus)
Illinialex (Jigglypuff) vs. Serris (Samus)
Illinialex (Jigglypuff) vs. Serris (Samus)
Illinialex (Jigglypuff) vs. Serris (Samus)



Illinialex (Jigglypuff) vs. The_Traveling_Pikmin (Sheik)
tEhrXXz0r (Jigglypuff) vs. Bsexy (Shiek/Zelda)
tEhrXXz0r (Jigglypuff) vs. Bsexy (Shiek/Zelda)
Illinialex (Jigglypuff) vs. The_Traveling_Pikmin (Shiek)



Bowyer (Jigglypuff) vs. Anti (Snake)
tEhrXXz0r (Jigglypuff) vs. !Gear (Snake)
tEhrXXz0r (Jigglypuff) vs. !Gear (Snake)



Tyser (Jigglypuff) vs. Mushroomring (Sonic)
Tyser (Jigglypuff) vs. Mushroomring (Sonic)



Bowyer (Jigglypuff) vs. lain (Toon Link)



(Nothing as of yet)



JeepySol (Jigglypuff) vs. Mabo (Wolf)



(Nothing as of yet)



(Nothing as of yet)



(Nothing as of yet)

(Combo Videos)

Revenge: A Jigglypuff Combo Video

Wall of Puff

A Rested Assassin

Rest is too Good For You

Give it a Rest

Jiggs Not Combo Video

Nap Time
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
VII. Advanced Information



A. Rest KO Percentages

Jigglypuff 57%
Metaknight 64%
Sheik 64%
Zelda 65%
Fox 65%
Peach 66%a
Olimar 67%
Zero Suit Samus 69%
Game and Watch 69%
Toon Link 70%
Lucas 70%
Squirtle 70%
Falco 70%
Kirby 71%
Diddy 71%
Luigi 72%
Pit 73%
Lucario 73%
R.O.B. 75%
Yoshi 77%
Sonic 77%
Charizard 78%
Wario 78%
Wolf 79%
Samus 80%
Mario 81%
Marth 81%
Bowser 81%
Pikachu 83%
Ivysaur 85%
Ice Climbers 86%
Captain Falcon 88%
King Dedede 93%
Ganon 94%
Ike 97%
Link 98%
Donkey Kong 100%
Snake 103%

B. Canceling Projectiles

This was written by Noobicidal.

Green - Move can be canceled by all of Miss 'Puff's moves mentioned.
Yellow - Can be canceled with proper DI/ situational cancel/ Needs more research.
Red - Cannot be canceled.

:bowser2:
Fire Breath - Aerials with extended hitboxes are preferable (i.e. N-Air and Pound)

:charizard:
Flamethrower - Aerials with extended hitboxes are preferable (i.e. N-Air and Pound)

:diddy:
Peanut Popgun
Banana Toss - The slip effect makes it impossible to cancel. Go for the grab instead.

:falco:
Blaster
Reflector

:fox:
Blaster

:gw:
Sausage Toss

:popo:
Ice Shot - Cannot be canceled, but it can be knocked back.

:ivysaur:
Razor Leaf

:kirby2:
Final Cutter

:link2:
Arrows
Gale Boomerang

Bombs - Bombs explode, so that just makes Link's job easier if you attempt to cancel them...

:lucario:
Aura Sphere - Yes, until around a 70% charge. Lucario's damage has no effect on Miss 'Puff's cancel ability

:lucas:
PK Thunder
PK Fire - DI'ing away from the initial blast is needed to avoid the fire. This is also the D-air exception. Due to it's diagonal hitbox, the cancel is rendered useless.
PK Freeze

:luigi2:
Fire Ball

:mario2:
Fire Ball
F.L.U.D.D - Yes, but the usefulness is limited since you still get the knock back from it.

:ness2:
PK Fire
PK Thunder
PK Flash

:olimar:
Pikmin Throw - Clinks
Side Smash - Clinks
Down Smash - Clinks
Up Smash - Clinks
Up Special

:peach:
Turnip Toss - "Old Man" and "Dot Eye" turnips cancel as well

:pikachu2:
Thunder Jolt
Thunder

:pit:
Palutena's Bow

:rob:
Gyro - Depends on charge
Laser - Not called a laser for nothing...

:samus2:
Ballistic Missiles
Homing Missiles
Bombs - DI is once again needed
Charge Shot - It's cancellable until the point in which it reaches around a 70% charge.

:shiek:
Needle Storm

:snake:
Mortar
Nikita Missile
Grenade - Cancel ability is limited/useless. Just catch it.

:sonic:
Spring

:squirtle:
Water Gun - Same principle as F.L.U.D.D. Use at own discretion

:toonlink:
Arrows
Boomerang
Bombs - Same principle as Link.

:yoshi2:
Egg Toss - DI is needed depending on aerial approach

:zelda:
Din's Fire - F-air, N-air, and Pound. Will be looked into more later

:zerosuitsamus:
Plasma Pistol
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
VIII. Metagame



Warning: Only read if you are into competitive Brawl. This has advanced and very complicated information here, which is almost worthless to a casual Brawler.

PNDMike wrote sections 1 and 2.

A. Jigglypuff, an Introduction to Her Required Mindset in Competitive Play

Isai, when asked about how to play effectively in Smash, once replied "Don't get hit." This seems like a foolish sentiment, right? In a game such as Smash, you will get hit, you will take damage. It's only natural. Only a fool would dismiss this advice. Although "don't get hit" seems impossible and, well, silly, it is really the underlying philosophy behind it that is really worth noting. "Don't get hit" refers to the overall concept of Risk versus Reward, an concept that Jigglypuff players in particular should be well aware of. Every action has a reaction, every attempt has a counter. Some actions, notably, have more counters than other. This is risk. In order to approach competitive play effectively, you must know how to limit your opponents counters to the lowest possible amount, forcing them to counter in a way that will be in your advantage. This is reward. You must constantly balance Risk versus Reward with every action you do.

This sentiment is especially true with Jigglypuff. Jigglypuff, due to her incredibly light weight, dies earlier than any character in the game. Every attack, every percent that you take foolishly puts you that much closer to your death, it matters much more to you than your opponent. To counter balance this, Jigglypuff actually has an incredible offense. Her moveset allows her to be quite elusive, punishing any opening she can find. Her moves do considerable damage, she has no shortage of reliable kill moves, as well as few with higher risk but great reward. The trick to Jigglypuff is to play to completely eliminate those foolish percents, while still maintaining that effective offense. You must be aware of your opponents spacing and options, you must constantly try to act and react in a way that puts you in the least amount of risk.

Fear not, for this may seem daunting. The more you play, the more natural this becomes. You should always approach a match with an analytical mind, but as you develop as a player you will find this will become more and more natural, to the point of subconscious consideration. Just remember, "don't get hit."

B. Approach

As a Jigglypuff, we are in the disadvantageous position of being required to approach in the majority of our matchups. Anyone who has a projectile can and will camp you, forcing your approach. In Brawl, approaching is usually a bad thing, and you will get punished for it, but thankfully, Jigglypuff falls into the Marth and Wario category insofar that she is one of the few characters who can approach relatively safely. Vital to knowing how to approach safely is knowing how your opponent will react, so I will now list possible reactions to a Jigglypuff approach.

Options:
If the opponent is on the ground:
1) Retreat, either by roll or movement, forcing you to continue your approach. Generally, if this happens you are in control
2) Spot dodge your move
3) Shield and wait for an opening
4) Shield grab or running grab you given the opportunity
5) Attack / Approach with an attack. Due to her aerial mobility, you can attempt to feint out attacks with this, being less of a disadvantage against certain characters than others.

1. Ground to Ground

Dash Attack: A fairly reliable kill move. Not so much a great approach, as it can be countered by all of the above options. 1, 2, 3, 4, 5. With spacing and foresight, it can be used to punish 1).
Tilt: I'm not sure why you would do this. As an approach, it is easily countered with no reward. 1, 2, 3, 4, 5.
Jab: Similar to the above, but a quicker move allowing you to defend yourself quicker. You will, in all likelihood, get out ranged, but if you're close enough to utilize it: 1, 3, 4. 3, and 4 can be counter-countered by:
Jab to Grab: If they shield the first jab, grab em.
F or D Smashes: Approaching with these? Not effective. 1, 2, 3, 4, 5.
USmash, DACUS or otherwise: Not an effective ground to ground approach. With spacing on your part, counters are 2, 3, 4, 5.
Rollout: 4, 5. If they dodge or just shield, this will either get them or put you into a position where there is no danger. If they try and roll, you can get them. However, this is easily stopped by 4 or 5. Easily.
Ground Pound: 1, 2, 5.

As you can see, approaching ground to ground is heavily disadvantageous to Jiggs.

2. Air to Ground

Bair: 1, 5
Fair: 1, 5
Nair: 1, 4, 5
Dair: 1, 2, 3, 5. If they dodge, you'll either hit them with the last little bit of it, or be in position to hit them an aerial, rest, or retreat.
Uair: 1, 2, 3, 4, 5. Approaching with a Uair? Huh?
Pound: 2, 5. Due to "priority" of Pound, 5 is usually not applicable.

So here we are. As you can see, Bair, Fair, and Pound are her safest moves in the air. Generally, Fair should be saved for the knockback, resorting to bair and pound. A lot. There's not much that can be done to punish. If they retreat, they're retreating towards the edge of the level, where we excel. They have to try and attack us out of it, which depending on the character, may not be effective, or super effective. *gulp*
Dair and nair still have their applications on approach, but be aware of the potential counters to them. Notice how it's MUCH safer for Jiggs to approach to in the air? Big surprise, eh?


Options:
If the opponent is in the air:
1) Attack
2) Airdodge
3) Jump or try to evade

As you can see, they generally have much fewer options in the air. We also have another plane of movement to worry about, vertical, so the information here may not apply in ALL scenarios, so please use your judgment.

C. Move Decay

Brawl has a move decay system that decreases knockback and damage with repeated use of a move. It stores up to 9 moves and each time you use another move among one of the previous 9, its damage and knockback will be reduced. Here is a chart of the relative damages (with knockbacks soon to come). The first number is damage, the second number is percent of total damage. Soon to be are knockback percentage losses and those will be the third number.

For rest, because of the flower being calculated in the damage, the percentage is based off the total damage if the opponent does not move after being hit. Naturally, actual damage percentages will vary.

To be added......

D. Frame Data

To see more in depth data, go here:
http://www.smashboards.com/showthread.php?t=216922

This is done in the following format:
Move name
Controller Input:
Hits on Frame: When the Move Hits First
Duration: How Long Until The Move Can Be Interrupted
Hitlag: How Long a Freeze Animation Last During The Hit
Blockstun:
Blockhitlag:

The move could have an additional category:
Invincible On: Where you have invincibility frames during the move

Jab
Neutral A
Hits on Frame: 5-6
Duration: 21*
Hitlag: 6
Blockstun: 1
Blockhitlag: 6

*If you keep on pressing A and the attack does not hit, the attack only has a duration of 11 frames. This is the repeating first jab which stops once you get a hit. This means by holding A you can cut off 5 frames of the total animation of jab.

Second Jab
Neutral A
Hits on Frame: 18-19
Duration: 33
Hitlag: 6
Blockstun: 1
Blockhitlag: 6

Front Tilt
Forward Tilt
Hits on Frame: 7-9
Duration: 35
Hitlag: 8
Blockstun: 3
Blockhitlag: 8

Up Tilt
Up Tilt
Hits on Frame: 9-11
Duration: 30
Hitlag: 8
Blockstun: 3
Blockhitlag: 8

Down Tilt
Down Tilt
Hits on Frame: 10-12
Duration: 38
Hitlag: 8
Blockstun: 3
Blockhitlag: 8

Forward Smash
Forward Smash
Hits on Frame (Sweetspot): 16-19
Hits on Frame (Sourspot): 20-24
Duration: 59
Hitlag (Sweetspot): 11
Hitlag (Sourspot): 10
Blockstun (Sweetspot): 5
Blockhitlag (Sweetspot): 11
Blockstun (Sourspot): 4
Blockhitlag (Sourspot): 10
Starts Charging (Charges For): 5 (69)

Up Smash
Up Smash
Hits on Frame (Sweetspot, Back)*: 16-17, 19
Hits on Frame (Sourspot, Back): 18
Hits on Frame (Sweetspot, Front): 18-19
Hits on Frame (Sourspot, Front): 17
Duration: 62
Hitlag (Sweetspot): 10
Hitlag (Sourspot): 10
Blockstun (Sweetspot): 5
Blockhitlag (Sweetspot): 10
Blockstun (Sourspot): 4
Blockhitlag (Sourspot): 10
Starts Charging (Charges For): 9 (52)

Down Smash
Down Smash
Hits on Frame: 14
Duration: 60
Hitlag: 9
Blockstun: 4
Blockhitlag: 9
Starts Charging (Charges For): 5 (52)

Dash Attack
Running A
Hits on Frame (Sweetspot): 5-9
Hits on Frame (Sourspot): 10-15
Duration: 47
Hitlag (Sweetspot): 9
Hitlag (Sourspot): 8
Blockstun (Sweetspot): 4
Blockhitlag (Sweetspot): 9
Blockstun (Sourspot): 2
Blockhitlag (Sourspot): 8

Rest
Down Special
Hits on Frame: 2
Duration: 259
Hitlag: 10
Invincible On: 1-27
Blockstun: 5
Blockhitlag: 10

Pound
Side Special
Hits on Frame: 13-28
Duration: 53
Hitlag: 9
Blockstun: 3
Blockhitlag: 9

Rollout
Neutral Special
Charge Time To Hit: 34
Charge Time For 12%: 34
Charge Time For 13%: 38
Charge Time For 14%: 42
Charge Time For 15%: 45
Charge Time For 16%: 49
Charge Time For 17%: 53
Charge Time For 18%: 57
Releases on Frame After Charge: 2
Ending Lag With Hit: 65
Hitlag: 11
Blockstun: 6
Blockhitlag: 11
Frames it Takes To Cross Final Destination (Fully Charged): 41
Tournaround Animation (Fully Charged):
Duration: 29
Hits On: 29*
Invincible On: 14-15

Sing
Up Special
Hits on Frame: 29
Duration: 178
Wave 1: 18-63
Wave 2: 73-108
Wave 3: 118-164

Forward Air
Forward Air
Hits on Frame (Sweetspot): 8-9
Hits on Frame (Sourspot): 10-20
Duration: 44
Hitlag (Sweetspot): 9
Hitlag (Sourspot): 7
Landing Lag: 15
Blockstun (Sweetspot): 4
Blockhitlag (Sweetspot): 9
Blockstun (Sourspot): 2
Blockhitlag (Sourspot): 7

Neutral Air
Neutral Air
Hits on Frame (Sweetspot): 6-8
Hits on Frame (Sourspot): 9-29
Duration: 51
Hitlag (Sweetspot): 8
Hitlag (Sourspot): 7
Landing Lag: 15
Blockstun (Sweetspot): 3
Blockhitlag (Sweetspot): 8
Blockstun (Sourspot): 2
Blockhitlag (Sourspot): 7

Back Air
Back Air
Hits on Frame: 8-11
Duration: 40
Hitlag: 9
Landing Lag: 15
Blockstun: 4
Blockhitlag: 9

Down Air
Down Air
Hits on Frame: 5-6,8-9,11-12, 14-15, 17-18, 20-21, 23-24, 26-27
Duration (All 8 hit): 73
Hitlag: 4
Landing Lag: 30
Blockstun: 0
Blockhitlag: 4

Up Air
Up Air
Hits on Frame: 8-16
Duration: 43
Hitlag: 8
Landing Lag: 15
Blockstun: 3
Blockhitlag: 8

Fast Edge Attack
A Ledge (0-99 Damage)
Hits on Frame: 21-25
Duration: 61
Hitlag: 8
Invincible On: 1-19
Blockstun: 2
Blockhitlag: 8

Slow Edge Attack
A Ledge (100+ Damage)
Hits on Frame: 43
Duration: 75
Hitlag: 7
Invincible On: 1-42
Blockstun: 2
Blockhitlag: 7

Forward Throw
Forward Throw
Hits on Frame: 10
Duration: 41
Hitlag: 6

Up Throw
Up Throw
Hits on Frame: 10
Duration: 43
Hitlag: 1

Back Throw
Back Throw
Hits on Frame: 28
Duration: 51
Hitlag: 1

Down Throw
Down Throw
Hits on Frame: 61
Duration: 89
Hitlag: 6

Front Wakeup Attack
A + Face Down
Hits on Frame: 20-21, 28-29
Duration: 55
Hitlag: 7
Invincible On: 1-29
Blockstun: 2
Blockhitlag: 7

Back Wakeup Attack
A + Face Down
Hits on Frame: 20-21, 25-26
Duration: 55
Hitlag: 7
Invincible On: 1-26
Blockstun: 2
Blockhitlag: 7

Spot Dodge
Down Shield
Invincible On: 3-16
Duration: 25

Front Roll
Side Shield
Invincible On: 3-19*
Duration: 32

*This roll is probably the most messed up in the game by far. You are only guaranteed invincibility on 3-19, but depending on the move, you could get it anywhere until the 24th frame, when most moves can hit in. It seems that D-smashes can hit through generally more often than other moves, but this hasn't been proven. It does not seem to have a damage basis, as Pikachu's D-smash, which has many small hits, will hit before Marth's F-smash. Marth's D-smash, however, will hit Jigglypuff at the same time Pikachu's D-smash does.

Back Roll
Side Shield
Invincible On: 4-19*
Duration: 32

This has the exact same ending issues as Jigglypuff's front roll.

Air Dodge
Aerial Shield
Invincible On: 4-29
Duration: 49

Boost Smash
Dash Attack + Up Smash
Interruptible Frames of Dash Attack: 2-3

Boost Grab
Dash Attack + Grab
Interruptible Frames of Dash Attack: 2-3

Jump
Jump Animation Ends On: 6
Airborne: 7

Standing Grab
Standing Grab
Duration: 29
Grabs On: 6-7

Dashing Grab
Running Grab
Duration: 39

Pivot Grab
Pivot Grab
Duration: 35
Grabs On: 10-11
Frames of Pivot Animation that you can Pivot Grab In: 1-3

General Landing Lag
Landing Lag: 2
Grabs On: 10-11


E. Hitbox Data

This information was gathered by MrEh.

Jab

Second Jab

Front Tilt

Up Tilt


Down Tilt

Front Smash

Up Smash

Down Smash

Dash Attack

Neutral Aerial


Front Aerial


Up Aerial


Down Aerial


Back Aerial

Pound

Rest


Grab


Dash Grab


Pivot Grab
 

illinialex24

Smash Hero
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Messages
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Location
Discovered: Sending Napalm
IX. Credits and Contact Information



If you have any questions, post here or PM me here or on my YouTube account which is at: http://www.youtube.com/illinialex24

Credit For The Character Matchup Sections:

Bowser: Vex Kasrani, MrEh
Captain Falcon: Bowyer
Diddy Kong: NinjaLink
Donkey Kong: Ripple
Falco: 8Angel
Fox:
Mr. Game and Watch:
Ganondorf: Swoops
Ice Climbers: Barge
Ike: HeroMystic
Jigglypuff:
King Dedede:
Kirby:
Link:
Lucario:
Lucas: Tyr
Luigi: Loucan
Mario: HeroMystic
Marth:
Metaknight:
Ness: Gaussis, Neon Ness
Olimar: DanGR, Awex
Peach:
Pikachu:
Pit:
Pokemon Trainer: Jyarra
R.O.B.:
Samus: Serris
Sheik:
Snake:
Sonic: Puffball64, da K.I.D., Tenki
Toon Link:
Wario:
Wolf: gheb_01
Yoshi: Mmac, Bigman (Scatsman), Metatitan
Zelda: Kataefi, Sonic The Hedgedawg, Marsulas
Zero Suit Samus: ph00tbag

I would like to credit JeepySol, Bowyer, and tEhrXXz0r for finding out the damage, trajectories, advanced techniques, Rest KO percentages, and pound information.
I would also like to thank PNDMike for helping me with the guide.

A major thank you goes to Xsyven for stickying this. Thank you for replying so quickly as well.

For the information on Smash holding for strategies, I would like to thank DJ Kat and Adapt.

Veril gets a huge shoutout for his legendary work on interruptible rests. Amazing stuff there. He also found the infinite jump glitch and interrupting recoveries with rest. Thanks for making her an AT monster.

MrEh gets hude credit for his work on Jigglypuff's hitboxes.

Thank you Noobicidal for your work finding which projectiles can be canceled by Jigglypuff's moves.

Thanks for reading.
 

Chaco

Never Logs In
Joined
May 21, 2008
Messages
12,136
Location
NC
PM a mod for a sticky, if this is the most updated.
 

eongilth

Smash Apprentice
Joined
Sep 5, 2005
Messages
81
King Dedede
Chance: 40-60

Charizard
Chance: 40-60

Olimar
Chance: 20-80

Pikachu
Chance: 45-55

I lol'ed at all of these, but besides them, this is an A+ guide so far. Can't wait to see moar.
 

Amide

Smash Lord
Joined
May 4, 2008
Messages
1,217
Location
Maine
Bowser is MUCH easier than Donkey Kong, it's so easy to punish his lag.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
Bowser is MUCH easier than Donkey Kong, it's so easy to punish his lag.
King Dedede
Chance: 40-60

Charizard
Chance: 40-60

Olimar
Chance: 20-80

Pikachu
Chance: 45-55

I lol'ed at all of these, but besides them, this is an A+ guide so far. Can't wait to see moar.
I'm updating the guide but these are all pretty good reccomendations if not worse for Jigglypuff (Dedede has to become 35-65).

Have you played a rock smashing charizard? Or a good thundering Pikachu. Its so annoying.
 

eongilth

Smash Apprentice
Joined
Sep 5, 2005
Messages
81
I'm updating the guide but these are all pretty good reccomendations if not worse for Jigglypuff (Dedede has to become 35-65).

Have you played a rock smashing charizard? Or a good thundering Pikachu. Its so annoying.
That's why I lol'ed. Pika is definitely 60+, and charizard is a screwy character for jiggs because of that **** rock smash...

Now oli? It doesn't matter how much damage he does to you, he is one the most easily gimped character in the game. definitely 50:50 or higher for jiggs (if you play a good jiggs at least).

And D3? a good jiggly won't let him hit her. Screw the waddle-dees, you should be in his face before he can spam that ****. Still, if he does hit, it hurts hard, and although he can be edge guarded, it can be hard at times. Still, 50:50 regardless.

Then again, your statistics are based on her current metagame, so I can't argue too much with them. It's going to take some tourney play before needed change happens.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
That's why I lol'ed. Pika is definitely 60+, and charizard is a screwy character for jiggs because of that **** rock smash...

Now oli? It doesn't matter how much damage he does to you, he is one the most easily gimped character in the game. definitely 50:50 or higher for jiggs (if you play a good jiggs at least).

And D3? a good jiggly won't let him hit her. Screw the waddle-dees, you should be in his face before he can spam that ****. Still, if he does hit, it hurts hard, and although he can be edge guarded, it can be hard at times. Still, 50:50 regardless.

Then again, your statistics are based on her current metagame, so I can't argue too much with them. It's going to take some tourney play before needed change happens.
These are true statistics and trust me, its impossible to approach a really good Olimar. Its so difficult. And almost every character can gimp Olimar equally so this doesn't really help Jigglypuff out that much. DDD is way worse than a 50-50. Pikachu is a 60+ because he doesn't have very much priority over Jigglypuff. He still wins but not by much.
 

Jigglypoof

Smash Cadet
Joined
Jul 7, 2008
Messages
47
Location
Pallet Town.
I'm updating the guide but these are all pretty good reccomendations if not worse for Jigglypuff (Dedede has to become 35-65).

Have you played a rock smashing charizard? Or a good thundering Pikachu. Its so annoying.
I find Dedede really easy to play against. I know lots of Dedede mains and they never really give my Jigglypuff any problems besides that ANNOYING F-smash and U-tilt. I'd say keep it at 40-60, or change it to 45-55

A good Charizard, yeah. They are really annoying.

Pikachu, he's annoying, and he destroys Jigglypuff. That should be like 40-60 or 35-65.
 

Deidara~Tail~

Smash Apprentice
Joined
Jul 15, 2008
Messages
88
Location
Where you'd least expect, and don't say "unde
Now oli? It doesn't matter how much damage he does to you, he is one the most easily gimped character in the game. definitely 50:50 or higher for jiggs (if you play a good jiggs at least).
Almost anybody can easily gimp Olimar, so Jigglypuff doesn't necessarily stand out on that part. By using that kind of logic that you just gave, the match-up for Ganondorf against Olimar wouldn't be a huge disadvantage for Ganondorf but neutral instead, but that's apparently not the case.
 

illinialex24

Smash Hero
Joined
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Messages
7,489
Location
Discovered: Sending Napalm
I find Dedede really easy to play against. I know lots of Dedede mains and they never really give my Jigglypuff any problems besides that ANNOYING F-smash and U-tilt. I'd say keep it at 40-60, or change it to 45-55

A good Charizard, yeah. They are really annoying.

Pikachu, he's annoying, and he destroys Jigglypuff. That should be like 40-60 or 35-65.
He's fairly easy at lower levels but against good players, he's very difficult for a few reasons:

Insane grab
U-tilt
And god forsaken aerials.
 

eongilth

Smash Apprentice
Joined
Sep 5, 2005
Messages
81
Yeah yeah, I was wrong about oli. I just played a good one yesterday. I was 3 stocked and only killed him once. That is HORRIBLE, considering that I was just bashing oli a while ago, so...

Yeah. I ******* suck.
 

illinialex24

Smash Hero
Joined
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Messages
7,489
Location
Discovered: Sending Napalm
I hate Olimars and G&Ws. Its just a rapefest.
You forgot Falco. A lot of you don't have experience against hard characters, so before bashing them, please try a hard matchup. I thought Olimar would be easy but its hard. I can get the best Olimar on IGN down to 1 stock but never more. Its really hard.
 

Jigglypoof

Smash Cadet
Joined
Jul 7, 2008
Messages
47
Location
Pallet Town.
He's fairly easy at lower levels but against good players, he's very difficult for a few reasons:

Insane grab
U-tilt
And god forsaken aerials.
The chain grab doesn't work on Jigglypuff
U-tilt is annoying, yes.
Jigglypuff's aerials are better, and his aren't even THAT good.
 

Tyser

Smash Champion
Joined
May 18, 2008
Messages
2,669
Location
OMAHA, Nebraska
Yeah, Falco ***** Jiggz in every way also :-P just not as hard as G&W and Olimar in my experience. And yeah, all Falco's aerials > Jiggz' everything.
 

illinialex24

Smash Hero
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Messages
7,489
Location
Discovered: Sending Napalm
Yeah, Falco ***** Jiggz in every way also :-P just not as hard as G&W and Olimar in my experience. And yeah, all Falco's aerials > Jiggz' everything.
Lol we were talking about Dedede. And the trick is, his dair and his bair are the only ones that **** Jigglypuff. The other two Jigglypuff has an advantage over. The problem is though, when you are in the air near Falco, he will SH double laser you and Fsmash you, essentially a free hit. He's a beast on Jigglypuff.

What the hell guys. Falcos a REALLY easy matchup, for me anyway.
Play Sixflags. Play him. I'll give you his FC.
 

Rhyfelwyr

Smash Ace
Joined
Nov 17, 2007
Messages
649
Location
Michigan
This is a really good guide, and deserves a sticky.

It could be worth mentioning the grab release to rest in the Wario matchup.
 

PND

Smash Champion
Joined
Aug 12, 2007
Messages
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Location
Back in the 613
To the Falco comments:

Falco's a hard match. How do I beat him? off the beginning, I get my *** to the edge of the level and plank him before he can laser me. Ghey? yes. Effective? More effective than anything else I've tried on blue ******* duck. I do the same thing against Olimars.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
To the Falco comments:

Falco's a hard match. How do I beat him? off the beginning, I get my *** to the edge of the level and plank him before he can laser me. Ghey? yes. Effective? More effective than anything else I've tried on blue ******* duck. I do the same thing against Olimars.
Good idea. Can you help critique the guide, I haven't played some of these matchups in a while even doing many matches so this isn't great right now, but it could become a staple for puffs if its improved.
 

PND

Smash Champion
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Yeah, I'll work on what I see. Won't be tonight, unfortunately, but I might putz around on it tomorrow at work (if it's a slow day tomorrow)
 

PND

Smash Champion
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Messages
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Location
Back in the 613
Thanks for the praise, but I don't think I'm great. I just do what I can with my character. I want to expand her metagame, not be famous.

By the way, I have a super ambitious project I've been working on, and I'll need the board's input on. It may be the biggest thing we can do for her ATM, and I hope it might change the way we view individual matchups.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
Thanks for the praise, but I don't think I'm great. I just do what I can with my character. I want to expand her metagame, not be famous.

By the way, I have a super ambitious project I've been working on, and I'll need the board's input on. It may be the biggest thing we can do for her ATM, and I hope it might change the way we view individual matchups.
Sweet, if its a secret right now from most of the board, PM me but if not, this could be great. I was thinking of creating a war with the Jigglypuff boards just to get attention even if we fail lol.
 

PND

Smash Champion
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Messages
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Back in the 613
Not really a secret, it's a current metagame thread.

It delves first into overall strategies, then character specific. I know it sounds vague right now, so I'll give a brief example.

Jiggs approaches:
1) short hopped aerial (preferably bair)
2) DACUS
3) Running Attack
4) Running Grab
5) Rollout
6) Pound through opponent (rising, falling further specified)
7) Feint

Opponents action:
1) Shield
2) Dodge
3) Attack
4) Retreat
5) etcetera.

And then from there it goes into such factors as, if approaching: if opponent is shielding: actions that will be of effect: 4, 6, 7. If opponent tries to beat you with an attack, depending on attack (I'll go into character specifics, which is the ambitious part) say, 1, 6, 7, depending on attack.

If opponent dodges, etcetera.

That's the gist of it, ways to objectively look at how to beat opponents in both defensive and offensive play, including aerial combat, gimping, and during recovery. I plan on delving into stage specifics as well.

Perhaps too ambitious? Perhaps, but I'm working on it gradually. I need the board's support, though, as I need verification on a lot of this information outside of my own personal experience, as well as suggestions and techniques that could be used.

I also plan on including a trouble moves section, aka Turtle, Laser, Shuttle Loop, etcetera.

That's the gist of it.
 

illinialex24

Smash Hero
Joined
May 23, 2008
Messages
7,489
Location
Discovered: Sending Napalm
Not really a secret, it's a current metagame thread.

It delves first into overall strategies, then character specific. I know it sounds vague right now, so I'll give a brief example.

Jiggs approaches:
1) short hopped aerial (preferably bair)
2) DACUS
3) Running Attack
4) Running Grab
5) Rollout
6) Pound through opponent (rising, falling further specified)
7) Feint

Opponents action:
1) Shield
2) Dodge
3) Attack
4) Retreat
5) etcetera.

And then from there it goes into such factors as, if approaching: if opponent is shielding: actions that will be of effect: 4, 6, 7. If opponent tries to beat you with an attack, depending on attack (I'll go into character specifics, which is the ambitious part) say, 1, 6, 7, depending on attack.

If opponent dodges, etcetera.

That's the gist of it, ways to objectively look at how to beat opponents in both defensive and offensive play, including aerial combat, gimping, and during recovery. I plan on delving into stage specifics as well.

Perhaps too ambitious? Perhaps, but I'm working on it gradually. I need the board's support, though, as I need verification on a lot of this information outside of my own personal experience, as well as suggestions and techniques that could be used.

I also plan on including a trouble moves section, aka Turtle, Laser, Shuttle Loop, etcetera.

That's the gist of it.
Nice, that should be epic. Can I make this a subsection in my guide as a copy? I did that with the video thread and this could really help. Should be epic.
 
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