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Falcon vs Jiggs

Proud_Smash_N00b

Smash Ace
Joined
Jul 4, 2007
Messages
873
Location
La Mirada, California
I seem to have a problem vs Jigglypuff. Most of the attacks he does are aerial moves, Forward B, and Rollout. Forward B messes me up when I try to shieldgrab. He DIs too far away for me to hit a Knee after a Dthrow. Im pretty much dead when i get sent off stage. The only good thing about this matchup for me is that it boosts confidence when you juggle them with Uairs and when he never grabs. Any advice on how to tackle this?
 

TheManaLord

Smash Hero
Joined
Jun 4, 2006
Messages
6,283
Location
Upstate NY
Rollout is a predictable and punishable move to use often as an offensive, dodge it or learn the timing to hit him out of it or grab.

Uthrow to knee at low percents, dthrow to knee at high percents (full jumped knee he should not be able to DI away from this just run after him a lil bit).

Nair a lot its falcons priority move even though jiggs has mad crazy priority nair is still the best bet.
 

Velox

Smash Ace
Joined
Feb 14, 2007
Messages
866
Location
Texas (UoH)
I'll give you the secret of the the universe for this match, because I'm a nice guy like that.


Wait for the wall of pain, predict it, double jump right over it, come down hard on the Puff with a knee right after the Puff does the b-air. You don't even have to hit the Puff with it in the air, aim for where the Puff is going to land, which 100% of the time they do that forward and then back again motion with their b-airs.

It's hilarious. Watch as almost every Puff (who thinks the WoP is totally safe, most do) falls for this left in right in the same match.

This works especially well against (not good) Puffs that just run around and spam the wall of pain the whole match. But you will also catch pro Jigglypuffs with this as well. I first saw Azen doing this to the King.
 

The King

Smash Ace
Joined
Jun 6, 2005
Messages
681
Nairs and Dairs are seriously your best friends in this matchup next to the Knee. Dair jiggs every time you can when it's grounded; if you miss, just try to land behind jiggs, Lcancel it, and keep running to reset your space. Falcon's approach > Jiggs' approach, so the more often you can be in that position the better.

Nairs also do a great job breaking up jigg's attacks and approaches, as they combo pretty well into other moves, and are tough to punish once they connect. They also don't knock jiggs too far out of your damage range.

King Out
 

JFizzle

Smash Apprentice
Joined
Dec 14, 2005
Messages
101
Location
Pembroke Pines, Florida
At 0%, say, after a missed rest, Stomp>Knee>Knee. If the Stomp connects and they don't CC it, and you don't mess up the Knees, it's a good 50% on them, guaranteed. Then, DThrow>Full jumped Knee over 75%. Anything less, and they might rest you out of it.
 
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