fallenangemon0
Smash Journeyman
I noticed that when I see other jiggs players, I tend to feel a bit unorthadox in my playstyle. Rarely (if ever) do I see a jiggs constantly assaulting the enemy with a barrage of aerials, forcing the opponent to retreat. Nor do I see jiggs players keeping one eye on the foe, and the other on the foe's dammage meter to know when exactly to strike with the wicked drillrest! Jigglypuff CAN INDEED be played as an Offensive puffball, and I reccomend that if your current playstyle is a bit lacking, you should give it a try!
Abusing Short Hopped Double Fair/Bairs is an amazing way to pressure opponents (learn to do it without getting shield grabbed!). This allows Jiggs to land an easy Sourspotted->Sweetspotted Fair for either a KO or a chance to gimp the enemy.
Pound is truly an amazing move. You don't have to know the moves with the most priorty by memory to notice that Pound is pretty high up there. Use it to approach and bounce off of the shields of those who try to shield grab you (rising pound)! Use it when you are close to a shield (while in the air of course) to pass through the shield entirely, ensuring that the enemy will have a hard time trying to punish you with any speedy aerials or Hyphen Smashes. Use it to hit through those hard to gimp revoveries (Fox/Falco Illusion, etc.)! Use it and use it wisely!
Gimp em! Gimping is one of the harder things to master when maining the Pink Nightmare™, but you should definitely devote some time to it if you wish to improve your playstyle and overall performance. Sourspotted Fair and Nair will be your weapons of choise here. Just hit the enemy once as they try so dearly to recover and try to "Trace" their DI with your own, and read when they are going to jump/Up B, and then STRIKE! Using a rising Nair to intercept them could very well cost them that teeny tiny inch they needed to grab the edge. Does the enemy have one of those recoveries that pause before they actually recover (Fox/Falco/Wolf/Snake)? Hit them with a late Fair while/before they begin the move to make them drop a few feet. Practice it against characters that give you a hard time and above all PLEASE do not forget how many jumps you have remaining! Did I mention Down Smash? Use it when you can space yourself so that the enemy will land right within range and use Dsmash to send them back to where they started, or to their grave.
BOOST SMASH!: I know a lot of people pass off the technique as useless for a character that has almost no ground game, but think about it: Jigglypuff's ground speed is SLOW, BUT the boost smash is FAST. Work on implementing it into your game! Make the enemy feel safe from a small distance then proceed to crush their dreams by performing the lightning fast Boost Smash!
Drillrest: Ah. Here we are. Jigglypuff's bread and butter. The almighty drillrest.
To do it you simply Short Hop a rising Down Air and, IF they trip in the middle of the kicks (with practice you'll get the feel for when this happens), center yourself on the way down, and Rest as soon as you touch the floor, reasulting in a KO depening on damage percent.
The best way to perfect this is to first get a rough estimate at what percent the character you are facing will be KO'd by drill rest. Then...GO for it!
The beautiful thing about Jigglypuff's Drillrest is it's "Fear Factor". As soon as you start going for Drillrests the other player will most likely hold down the shield button in hopes that they will block rest. The thing is: You don't have to Rest!
Mix it up by making it look like you are going to drill rest, then just grab them while they hold their shield up! You can actually just spam this tactic to rack up damage from throws, drillkicks, and a few aerials(after you throw them) untill you get a chance to actually finish them off with Drillrest!
Il'l include links to things like Drillrest Data, and stuff later since I am posting all this from my Wii.
Abusing Short Hopped Double Fair/Bairs is an amazing way to pressure opponents (learn to do it without getting shield grabbed!). This allows Jiggs to land an easy Sourspotted->Sweetspotted Fair for either a KO or a chance to gimp the enemy.
Pound is truly an amazing move. You don't have to know the moves with the most priorty by memory to notice that Pound is pretty high up there. Use it to approach and bounce off of the shields of those who try to shield grab you (rising pound)! Use it when you are close to a shield (while in the air of course) to pass through the shield entirely, ensuring that the enemy will have a hard time trying to punish you with any speedy aerials or Hyphen Smashes. Use it to hit through those hard to gimp revoveries (Fox/Falco Illusion, etc.)! Use it and use it wisely!
Gimp em! Gimping is one of the harder things to master when maining the Pink Nightmare™, but you should definitely devote some time to it if you wish to improve your playstyle and overall performance. Sourspotted Fair and Nair will be your weapons of choise here. Just hit the enemy once as they try so dearly to recover and try to "Trace" their DI with your own, and read when they are going to jump/Up B, and then STRIKE! Using a rising Nair to intercept them could very well cost them that teeny tiny inch they needed to grab the edge. Does the enemy have one of those recoveries that pause before they actually recover (Fox/Falco/Wolf/Snake)? Hit them with a late Fair while/before they begin the move to make them drop a few feet. Practice it against characters that give you a hard time and above all PLEASE do not forget how many jumps you have remaining! Did I mention Down Smash? Use it when you can space yourself so that the enemy will land right within range and use Dsmash to send them back to where they started, or to their grave.
BOOST SMASH!: I know a lot of people pass off the technique as useless for a character that has almost no ground game, but think about it: Jigglypuff's ground speed is SLOW, BUT the boost smash is FAST. Work on implementing it into your game! Make the enemy feel safe from a small distance then proceed to crush their dreams by performing the lightning fast Boost Smash!
Drillrest: Ah. Here we are. Jigglypuff's bread and butter. The almighty drillrest.
To do it you simply Short Hop a rising Down Air and, IF they trip in the middle of the kicks (with practice you'll get the feel for when this happens), center yourself on the way down, and Rest as soon as you touch the floor, reasulting in a KO depening on damage percent.
The best way to perfect this is to first get a rough estimate at what percent the character you are facing will be KO'd by drill rest. Then...GO for it!
The beautiful thing about Jigglypuff's Drillrest is it's "Fear Factor". As soon as you start going for Drillrests the other player will most likely hold down the shield button in hopes that they will block rest. The thing is: You don't have to Rest!
Mix it up by making it look like you are going to drill rest, then just grab them while they hold their shield up! You can actually just spam this tactic to rack up damage from throws, drillkicks, and a few aerials(after you throw them) untill you get a chance to actually finish them off with Drillrest!
Il'l include links to things like Drillrest Data, and stuff later since I am posting all this from my Wii.