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Yeah there's merit to pushing Puff into the corner. Although I don't really view it as offense because you're not really moving forward much in each increment... it's very gradual. Anyway, you have some effective ways to do it. Against high anything you just bair. Most manner of SHs you can just space fair (or f-tilt & bair sometimes but fair is usually the go-to here), but SH bair beats this so if she uses mostly SH bairs then back up and charge a few needles. Air needles into whatever, then push her away. Charge your needles and advance a bit, or just hold your footing. Use the next appropriate defense, and take more space. If you call a SH bair you can also go over it with some kind of jump and then maybe get a 2-step or 3-piece combo (something like... nair > dash attack, or nair > f-tilt > whatever, fair > fair, etc).I actually think the best way to play vs puff is to play a strong offensive game that abuses Sheik's crouch and to push her into the corner. Jigglypuff has too much control otherwise I think, and stray hits will put you off stage easily. Which sucks.
Oh, really? Next time I play a Samus I'll try it.edit:
Kaffei, I think that combo works better on Samus because of her greater floatiness and weight (or something like that). Also, I thought the M2K combo on Peach was d-throw > regrab or up tilt > fair or uair > dash dance grab the dumb combo break nair that many of them still do > more d-throw > uair or f-tilt (or fair if it can put her offstage) > fair or bair (bair usually to cover free-fall options) > some edgeguard with fair > stock. I swear I've seen him land that kind of sequence on just about every Peach but Armada. Often numerous times in a match.