illinialex24
Smash Hero
Deleted......
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It's for this thread, discussing each character's 3 general best and worst stages.Jigglypuff
Best: Brinstar, Norfair, Jungle Japes
Worst: Corneria
I would say no because her best stages are Frigate, Jungle Japes, Smashville and FD. Worst is corneria, Battlefield and some others.I have a stage related question I'll ask here. Would any of you agree on this?:
It's for this thread, discussing each character's 3 general best and worst stages.
If no, suggestions?
Yeah I hate that stage.LOL at norfair teleporting ledge crap.
I would say no because her best stages are Frigate, Jungle Japes, Smashville and FD. Worst is corneria, Battlefield and some others.
I can even tell you, the smallest blastzones in the game against the lightest in the game do not mix.Wait why is Corneria bad? I always played on that stage in Melee, it was my favorite.
That is nice but Jigglypuff's platform pressure game, especially with multiple platforms, is below average.I dissagree with Battlefeild. Its an easy stage to get jab locks in with. If the opponent gets hit by your arieals while sheilding and falls off the platform you can auto jab lock them.
Depends on the stage. I'm really just starting this and I took a small break so it should be updated soon. I think that those stages are mehh, not bad but not great.I'm surprised not to see any mention of stages with attackable components. I've been using them to stale the b-air whenever I get the chance. And what about projectiles, specifically the bottle caps on Distant Planet. I love those things...
Thoughts? I've just picked up Jiggs and want to make her a secondary so any input is greatly appreciated.
lol you need to put when the page was last updated, but in the case that no one will know this thread is going to be alive again, good bump xDBumped because this is going to be continued. Finally
QFT. Also, most of the transformations are flat without patforms, which is really nice.lol you need to put when the page was last updated, but in the case that no one will know this thread is going to be alive again, good bump xD
I think you should put Delfino plaza as a counter pick in jigg'z favor because it's easy to manipulate the main platform by floating under it and using U-air, and B-air chaining out of it. It's also a good way to safely land a F-air kill move. the stage is also good because you can use water canceled rests; and you can keep your opponent from staying on the main platform as it takes off. jigglypuff has about a 75% advantage to most characters here, especialy heavy characters, and characters with poor recoveries.
Definitely not a 75% advantage. She might have a 20% advantage off of anyone with meh platform pressure games but against a Marth or character with a good spike, the open water doesn't help. This is really good against someone with limited recovery and no spiked and a meh platform pressure game, but this doesn't have anything that stands out, unlike Jungle Japes.lol you need to put when the page was last updated, but in the case that no one will know this thread is going to be alive again, good bump xD
I think you should put Delfino plaza as a counter pick in jigg'z favor because it's easy to manipulate the main platform by floating under it and using U-air, and B-air chaining out of it. It's also a good way to safely land a F-air kill move. the stage is also good because you can use water canceled rests; and you can keep your opponent from staying on the main platform as it takes off. jigglypuff has about a 75% advantage to most characters here, especialy heavy characters, and characters with poor recoveries.
Of course they doBF is jigglypuffs best neutral
Jigglypuff beasts falco and d3.
These are the things that separate me from all the cool kids who think the opposite.
He has a game that is specialized to go slightly in the air and punish those that stay in the air and try to SH aerials and have relatively weak ground games. Sound like anyone we know??? Also, his illusion can be used well enough so he isn't commonly gimped. And his smashes dominate and if he SH lasers to a F-smash, he kills early. Plus he is insanely better at Japes than Jigglypuff. Its his stage essentially.Seriously how can you not think jigglypuff beasts falco. Lets be real now.
Rollout beats out most of the effectiveness of rollout. I find that Battlefield actually helps it out (yes, I know that may be shocking) because of two reasons:Doesn't Battlefield also ruin almost all of the effectivness of rollout? (or anything with accessible platforms..)
Its not a good move really that often but it can be useful if its mindgamed rarely.Hmm. I see, but for the actually kill, they could just jump up, leaving you either at a disadvantage or in the same situation, but I can see how it could work if used less (and from platforms..?).
We haven't discussed Halberd yet.I'd like to input some information for tactics on Halberd. I'd give the stage a 3, since the threats mess with some of Jigg's air play. However Jigg's can participate since a good Bair or fair can direct opponents into the obstacle. All in all I would be reluctant to play the stage though, since the top platform is a very annoying one, and with hazards abound, it can mess with Jigg's if you're not paying attention to the background. One advantage to Halberd (delfino, mute city, and the like) is that the main platform is a very unique one. Characters can pass through from the bottom but not from the top, which can give jiggs a huge advantage with her near infinite horizontal recovery.