Glick
Smash Lord
Is anybody noticing that pound breaks through EVERYTHING. What's this no approach BS. Jigglypuff has great approaches just meh range.
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Nice, thats great. And I pimped my Jigglypuff, like it?More diddy-kong stuff:
I was playing a diddy last night and literally every stock, at least once, if I was hit with his f-smash when I was grounded I just SDI'd away, perfect-shielded and shield-grabbed.
This ^ is good. This ^ is very easy to do.
I am adding that to my thread even though it has nothing to do with rest.
Ok cool. Got that. And we should full hop immediately in this matchup or shield jump.Thanks Illinialex.
watch out for a jab,jab,jab,B^ from Tl.its not a very common move so they will try to trick you with it.I sudjest to DI away from it the second you see the jabs because with the B^ you you could take 18% and if you are at low percentages they could follow it up with a combo.
Yeah, I think the two best CP's here are Jungle Japes (best) and then Luigi's Mansion.Oh yeah.
One thing to say about TL
WE HATE Luigi's Mansion.
You should avoid low ceiling stages.
I think Corneria is a good TL stage.
Basically you could look at which stages are good for TL's vertical killing- have low ceilings.
I think SHDA sucks against Jiggs because she's too small.
I don't play good Jiggs (or good anybodies for that matter) so I don't know much.
Pirate ship = Survives dairAlso go to castle seige never go to rainbow cruise,Pirate ship,and espicaily corenia when your verse TL.
Once again dont go to corenia it is bad for jiggz but good for Tl.
Yeah that should be pretty good. But I only put in two CP's because you can only ban 1. So ban Corneria, and CP Japes and Mansion.Also go to castle seige never go to rainbow cruise,Pirate ship,and espicaily corenia when your verse TL.
Once again dont go to corenia it is bad for jiggz but good for Tl.
It is. But its not that bad if you only have to quote like 9 things, which is what I did for my guide.
Yes you were rightHow do you find the URL for a post within a topic like you did in the code?
Pirate ship = Survives dair
Castle siege = annoying statues
Rainbow Cruise = annoying with projectiles (Low ceiling? ?)
Corneria = I knew I was right
Oh yeah that might be kinda nice... But it looked so good....Also I recommend that you put the names of the characters in the character match up area, so that you can use ctrl+f
Glick beat you to it. He posted this a while back but it never became all that popular because although it is pretty cool, it never works on an opponent more than once.I've been kinda experimenting with grab release combos for lil' while, and I've come up with one that's... well, possibly useless, but tricky, and it's just another surprise option for Jiggz. It's pretty simple, and only works on certain characters: Grab release -> Forward Roll -> Rest.
I say that it's possibly useless because it will only work if your opponent just chills after the grab release, or charges up an Fsmash or something. Basically, it's VERY VERY escapeable... Not a true combo in the slightest, just a set-up.
And without further ado, here are the characters it works on, should they choose to have a ****** moment:
Donkey Kong
Kirby
Pikachu
Mr. Game and Watch
Metaknight
Charizard
Squirtle
Ike
Ice Climbers (Note:...There are two of them =P. It'll only work once Nana's dead)
King Dedede
Bowser
Captain Falcon
Yeah, although I do believe we have a guaranteed grab release to rest on Wario.O well =P.
Hey, that was posted a while ago. I'll update that once I add it to the guide with a major credit to you..."Finally, I am working on testing moves that are interruptible with rest. If someone could help me with those, that would be great."
'coughs'
Every time someone mentions a grab release, I just have to test it. Me testing grab releases is like Veril testing Rest counters. XDYeah, although I do believe we have a guaranteed grab release to rest on Wario.
Every time someone mentions a grab release, I just have to test it. Me testing grab releases is like Veril testing Rest counters. XD
I just saw the "updated 12/21" and was confused.Hey, that was posted a while ago. I'll update that once I add it to the guide with a major credit to you...
I don't update everything every updated. Thats been around for a few weeks....I just saw the "updated 12/21" and was confused.
Once you start using grab releases, you can never go back! BWAHAAAHHA!!!I'm gonna try this grab-release thingy out.
That would be so useful. Great addition for my guideOnce you start using grab releases, you can never go back! BWAHAAAHHA!!!
I think I might actually make a list of all the usable grab releases that Jiggs can utilize. I made one for Bowser months ago, so this should be a lot quicker, since Jiggs can't use ground releases.
*cracks knuckles*
It's testing time!
I believe you haven't seen this:Same with F-smash, but Jigglypuff is pretty small so this can work both good and bad for Jiggs.
Yeah, and both have good CP's, but its really what neutral you get.While it's still on my mind I'm gonna talk about Jigglypuff vs. Toon Link some.
I don't get to many fights where I'm Jiggs vs. Toon Link, or even the other way around -- but I'll see what I can think of.
Bombs are deadly. Jiggs gets knocked up in the air pretty high, and the hitstun can kind of lead up to an attack if you don't airdodge quick enough.
Jiggs is light so our upsmash can obviously take you out in low percents. Same with F-smash, but Jigglypuff is pretty small so this can work both good and bad for Jiggs.
Umm, I hate pound. It cancels our boomerang, cancels our arrows, and has an amazing hitbox, and stays out for an amazingly long amount of time. Everytime I'm up against a TL with Jiggs I use airpounding many times, it's an amazing move.
Not sure how drillresting works btw, but I don't get hit by it often. Toon Link is pretty small, so good aim with it is better for you.
Our zair doesn't work so well on Jiggs, so that's not much to worry about.
Back-air is deadly against Toon Link if he's not keeping his distance.
Honestly it's a confusing match up TL Vs. Jiggs. I might just give it a 50-50 myself. Possibly even more to Jigglypuffs advantage.
Not much else to say.
..Also, might want to read Sasukes post too if nobody has. He's had to fight my Jiggs lots... so it'll definetly be worth more than this, and it'll give you a better chance at a tourney.
/end rant.
That's what I meant by small. If the Jigglypuff isn't smart.. then they might not jump over itI believe you haven't seen this:
http://www.youtube.com/watch?v=J1JDfKvOerA
Every time someone mentions a grab release, I just have to test it. Me testing grab releases is like Veril testing Rest counters. XD
But really, I know this works, even without testing. I do it on my brother's Wario occasionally. The only problem is that Wario is really hard to grab, even with Jigg's long grab range. And of course, here's the math to back it up, since people always seem to argue about grab releases.
Okay, Jiggs has 30 frames of grab immobility, and Wario has 50 when released. In short, they have the same release time as every other character. Nothing special, so let's do some easy math...
50 frames of immobility - 30 frames of immobility = 20 frames of Wario immobility
Sadly, I don't think anyone has tested the frame data for Jigg's jump. However, I know that she doesn't jump as slow as Bowser (9 frames), nor does she jump as fast as Shiek. (5 frames) So let's just say that she has a 7 frame jump, not that it really matters anyway. I think she could've had a 10 frame jump and you could still pull of the Rest easily.
20 frames of immobility - 9 frames of jump startup = 11 frames of Wario immobility
Now, you can't pull off the Rest immidiately after a jump, since it the hitbox won't reach Wario. If you manage to jump at the first possible frame, you should be able to get directly underneath Wario before pulling using Rest. That way, when you use Rest, Wario should just fall right into the hitbox. The time it takes Jiggs to short hop that distance is about 3 or 4 frames, so....
11 frames of immobility - 3 or 4 frames of travel time = 7 or 8 frames of Wario immobility
And of course, because Rest comes out on frame 1 because it's so awesome. So after subtracting that...
7 or 8 frames of immobility - 1 frame startup = 6 or 7 frames to hit Wario
Firemario149 and Ref deserve credit once again for the frame info.
So yeah, it works. 6 or 7 frames is a big window for a grab release. Nothing compared to the amount of time Bowser has, but that's still a sizable amount. The timing isn't too difficult as long as you jump as soon as possible. Just practice, and you'll get it down in like 5 minutes. Enjoy.![]()
If you don't press anything and he's past like 25%, he should air release every time. Its kinda weird though, but it takes a while where if you don't press anything to air release. And you can pound like twice at around 100% and they still don't press anything and you get an air-release, which can be useful if Snake had an air release to rest (which he doesn't.....). But yeah, I see your point.That's if the Wario tries to escape, and henceforth gets Air Released.
I was only able to Grab Release > Rest; Wario when he was a CPU set to "Attack".
When he was on "control" he never air released, just ground releases.
Just thought I'd mention that.
Fsmash doesn't work at any reasonable precent. Even without resting into it, Jigglypuff is so light that she floats out of the second hit at like 0%.Jiggs is light so our upsmash can obviously take you out in low percents. Same with F-smash, but Jigglypuff is pretty small so this can work both good and bad for Jiggs.
As long as she jumps, she can get out of the second hit yes.Fsmash doesn't work at any reasonable precent. Even without resting into it, Jigglypuff is so light that she floats out of the second hit at like 0%.
EDIT: I just tested it on training mode. The sceond hit WILL NEVER CONNECT. If you do the second hit quickly, she will be above your range. If you delay the hit, she will just jump out. Fsmash's second hit shouldn't EVER connect.
And since the first has almost no knockback, that makes Fsmash pretty much useless for killing. I don't see the point of trying to kill with it. It's just not good against Jigglypuff.As long as she jumps, she can get out of the second hit yes.