Veril
Frame Savant
I mained Jigglypuff earlier in my smash career in vBrawl and later in B+ when I switched over. At this point I play both games, but my attitude towards them is totally different. This has really changed how I perceive Jigglypuff in vBrawl, because my mentality in vBrawl is focused intensely on improving as a competitor as opposed to continually improving the game itself. I have no real love for the game or Jiggs (though she is MAD cute), and massively prefer MK.
That said I believe that Jigglypuff is a very good secondary. Firstly she is extremely easy to play from a technical perspective, even from the already pitiful standards set by vBrawl. This is even more pronounced because her playstyle does not massively differ from that of top tiers such as MK and Wario. She's just worse in most ways. As a main she simply cannot hold her own in a lot of matchups, and she is extremely easy to counterpick. She doesn't do as well against MK as the top-tiers, gets ***** by Snake and GW. Getting double-blinded as her is incredibly risky.
With that said, Jiggs has a lot to offer as a second:
1. Counters Diddy: Seriously learn this matchup or stop playing Puff. Know how to rest the dash-attack, jab cancel and repeating Jab, the timing to gimp his recovery options, and how to use his nannerz (cause she can). Ban FD and you've got yourself a good matchup that NOBODY KNOWS cause Jiggs is trash right? What self respecting Diddy doesn't know the MK matchup? They all do, and so even though its arguably a disadvantage there's no surprise factor at all.
2. May counter the ICs. The ICs can kill you off one grab but that grab is really hard to get vs. Jiggs. Jiggs also ***** Nana harder than most. I actually think Jiggs Nana **** might be somewhat better than MK's simply because Nana is almost incapable of combo breaking and Jiggs has massively superior air speed/maneuverability. Jiggs is a great gimper who has the tools to space and kill the ICs while avoiding the most powerful tool the ICs have. On the other hand the ICs have desynch blizzard and are actually good as a character. Since having matchup experience is extremely important for the ICs this might actually be a good idea as really... how many Jigglypuff's will any person have played?
3. Low-Tier Queen: counters Ike. ***** most of the low tiers.
4. Easy to use with some neat, but situational tricks.
5. Decent in doubles. I'd like to see someone try the Anubis strat with Jiggs/Lucario.
6. Can time out matches without exceeding the ledgegrab limit. Not amazing, but notable air-planking capabilities.
Jiggs has strings that aren't technically combos but do either function as frame-traps or forced Yomi to retreat. She also has some true combos at low%. Staled b-air can legitimately WoP, char/% dependent. D-air, when it lands, can combo into rest on trip or safely string into f-smash. Up-tilt is a true combo into a bunch of stuff at very low % (<10%). In teams its worth noting that up-tilt to rest is a true combo on FFers at low%. Not bad huh.
A notable misconception is that Jiggs dies super early. She dies kinda early but you can survive a long time with excellent DI and defensive play. Especially against Diddy, SDI massively influences this match. Jiggs SDI is very useful because she can escape some multi-hit attacks from the top without falling back into them. She has an alright combo breaker with nair, and a really situational combo breaker with rest (but an amazingly fast and invincible one).
Jigglypuff also has a HAX grab range, fast grab, and thus has at least 1 move that is useful on the ground. Her OOS options aren't good, but they are OK. OOS nair and shieldgrabs are respectable even if shuttle loop is massively superior to both combined ;p
I like MK-Jiggs in vBrawl cause it genuinely makes sense from a competitive standpoint. The playstyles have a lot of overlap and I can play Diddy's without needing to time them out. I've got a pocket low-tier and the obvious powerhouse that is MK, who despite his vastly disproportionate capabilities has no element of surprise to him whatsoever.
That said I believe that Jigglypuff is a very good secondary. Firstly she is extremely easy to play from a technical perspective, even from the already pitiful standards set by vBrawl. This is even more pronounced because her playstyle does not massively differ from that of top tiers such as MK and Wario. She's just worse in most ways. As a main she simply cannot hold her own in a lot of matchups, and she is extremely easy to counterpick. She doesn't do as well against MK as the top-tiers, gets ***** by Snake and GW. Getting double-blinded as her is incredibly risky.
With that said, Jiggs has a lot to offer as a second:
1. Counters Diddy: Seriously learn this matchup or stop playing Puff. Know how to rest the dash-attack, jab cancel and repeating Jab, the timing to gimp his recovery options, and how to use his nannerz (cause she can). Ban FD and you've got yourself a good matchup that NOBODY KNOWS cause Jiggs is trash right? What self respecting Diddy doesn't know the MK matchup? They all do, and so even though its arguably a disadvantage there's no surprise factor at all.
2. May counter the ICs. The ICs can kill you off one grab but that grab is really hard to get vs. Jiggs. Jiggs also ***** Nana harder than most. I actually think Jiggs Nana **** might be somewhat better than MK's simply because Nana is almost incapable of combo breaking and Jiggs has massively superior air speed/maneuverability. Jiggs is a great gimper who has the tools to space and kill the ICs while avoiding the most powerful tool the ICs have. On the other hand the ICs have desynch blizzard and are actually good as a character. Since having matchup experience is extremely important for the ICs this might actually be a good idea as really... how many Jigglypuff's will any person have played?
3. Low-Tier Queen: counters Ike. ***** most of the low tiers.
4. Easy to use with some neat, but situational tricks.
5. Decent in doubles. I'd like to see someone try the Anubis strat with Jiggs/Lucario.
6. Can time out matches without exceeding the ledgegrab limit. Not amazing, but notable air-planking capabilities.
Jiggs has strings that aren't technically combos but do either function as frame-traps or forced Yomi to retreat. She also has some true combos at low%. Staled b-air can legitimately WoP, char/% dependent. D-air, when it lands, can combo into rest on trip or safely string into f-smash. Up-tilt is a true combo into a bunch of stuff at very low % (<10%). In teams its worth noting that up-tilt to rest is a true combo on FFers at low%. Not bad huh.
A notable misconception is that Jiggs dies super early. She dies kinda early but you can survive a long time with excellent DI and defensive play. Especially against Diddy, SDI massively influences this match. Jiggs SDI is very useful because she can escape some multi-hit attacks from the top without falling back into them. She has an alright combo breaker with nair, and a really situational combo breaker with rest (but an amazingly fast and invincible one).
Jigglypuff also has a HAX grab range, fast grab, and thus has at least 1 move that is useful on the ground. Her OOS options aren't good, but they are OK. OOS nair and shieldgrabs are respectable even if shuttle loop is massively superior to both combined ;p
I like MK-Jiggs in vBrawl cause it genuinely makes sense from a competitive standpoint. The playstyles have a lot of overlap and I can play Diddy's without needing to time them out. I've got a pocket low-tier and the obvious powerhouse that is MK, who despite his vastly disproportionate capabilities has no element of surprise to him whatsoever.