Alright, here we go. Doc v. Jiggly
Jiggly has two styles of play; campy and spacey, or rushdown status. Lucky enough for you, Doc's pills pretty much stop Jiggly from camping and force her to rush you down. And once, lucky enough for Doc, she isn't Captain Falcon who can go from one side of the stage to another in a second.
This means, you should at all times be pill spamming Jigglypuff and running the **** away. Any time you approach Jigglypuff, or make the first move, you are giving her a chance to **** you, and she can **** you very easily if you give her the chance. Jiggly has absurd priority, best recovery in the game, instant kill move, W.O.P. antics etc etc, so you gotta be smart.
Here are a few rules to avoid getting rested:
- Don't roll behind her if she gets too close, the only safe Rest combo she has on you is utilt-> rest, and she should NEVER get that off unless you somehow let her get close to you, or you roll behind her. Just don't do it.
- Mix up your reactions when she knocks you onto platforms. Her tech chase rests and OOS shields are really good, so if you become predictable you're asking to die.
- NEVER attack her shield with a laggy move unless you want her to rest you OOS.
Ok, now with regards to pill spam. Yes Jiggly can cut through pills if she spaces herself right. But who cares? The whole point is to force Jiggly to approach YOU, let her make the first move. This is where she is vulnerable in that she has to wait for your reaction before she can make one of her own, so just don't let her have it. If a few pills hit here and there, enjoy it. Pills do roughly 6-10% I think, so even getting 4-5 pills is half of Jigglys stock.
If she misses a rest, cape cape cape cape cape cape cape cape fsmash. Don't be a hero, you're one of the few characters that gets a guaranteed kill when she misses a rest.
Now, you've pill spammed her alot and now shes coming in, and she's close. The trick here, is to space yourself out well and use the right moves to POKE her. No combo video status, it's not possible. Just poke her with utilt or uair if she is above you, ftilt or bair if she is in front of you or behind you. The second you get a few hits in, run the **** away and keep spamming.
Getting the KO: dthrow-> Fair connects a large range of percents. What percents exactly? I dont know, and frankly you shouldn't care. If we get the exact percents out there, we won't be able to get lucky and get free KO's when we shouldn't have. I would say it starts roughly around 60 or so, and goes a lot higher than you would expect. Usmash KO's guaranteed around 90%, but it doesn't have the best range and it has some wind down lag so it's not safe but this doesn't mean you shouldn't try. One of the best ways to connect Usmash is to follow it with a pill and WD in while Jiggly is trying to outspace you. Jab -> usmash might work too, never tried it. Regular fair, dsmash and fsmash all work, but they aren't as reliable as throw-> fair and usmash. You can try trading hits with Fsmash, that works occasionally.
Recovering. omg, this is the part that I think frustrates Doc players the most, and with good reason. Jiggly can edgeguard Doc very easily but just casually jumping out with pretty much any attack. However, be grateful that you're recovery at least has options, if Fox or Falco has to use there upB to recover they might as well be dead. Mix up how you recover and in what ORDER as much as possible. Mix up whether you try to recover above the stage, or below the stage. Believe it or not, recovering backwards is useful because you can Bair your way back. I wouldn't suggest using PTP too often if she is close to you, that's asking to get a nair, fair or bair as you recover from wind down lag, but once again don't feel afraid to use it. Don't be afraid to UpB early to catch her by surprise, the Up B has high knockback and can catch players off guard.
One thing I feel I HAVE to absolutely mention while recovering against Jiggly, is how effective the cape is. The cape not only turns Jiggly around, but because of how light she is, she travels VERY far away from you when you use it on her. If she jumps while you cape her, she will travel RIDICULOUSLY high above you, giving you potentially enough space to recover safely. If you space the cape right, the only way I can see Jiggly's beating it is by predicting it and using Bair away from you so the cape turns them around and into you.
One last note, Up B can KO Jiggly. BUTTTT only if it hits ONCE. Doc's Up B is a multi hitting move, but certain times only one of the hits will connect. The Up B has HUGE knockback, and it's hard to see this coming meaning they will probably not DI it correctly. I KOed a Jiggly player on Yoshi's at 0% as they were trying to edgeguard ME with this. It's not something we can produce reliably, bit it is possible.
Alright I'm done ranting, I hope this helps people/.