Bu$
HoC
Any and all advice on the jiggly matchup. Including stage bans and cp's. PLz and Ty.
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Can all of these work playing as Ganondorf? (Minus the knee of course.)I'm pretty decent at this match-up. It's really not that bad when you understand what you can and can't do.
I don't agree with keeping her grounded. In fact you want to wait until she throws out an aerial, usually bair, and then get under her and uair her. I don't use alot of nairs in this matchup, but they might work as a defensive tool. Instead I throw out alot of bairs. They're really good against Jiggs. I recommend learning how to pivot into a bair and also moonwalking into a bair.
If she does alot of full hops, I like do a rising full hop stomp, and sometime double hop after the first stomp into another, using the first stomp as bait. These are great for catching Puff out of how own full hop.
Throw out some knees as well. They kill her pretty early, and they also combo quit well into eachother. Edgeguarding puff is pretty hard. I just try and bair or uair her as much as I can when she's off-stage.
THINGS TO LOOK OUT FOR
Jiggs can duck under both your grab and your jabs/gentlemen. Worse yet, they can rest you if you try and go for these. If you do manage to grab her, you can almost always uair her after a d-throw. Always throw her as soon as possible to minimize her chances of good DI. Not sure about the percentages where you can knee. Propably around 60-120. But some puffs won't react too quickly, so sometimes you can knee from d-throw at any %. Some puffs try and rest you after you d-throw when you go for the knee. If they like to do that, try and bait their rest, then taunt and falcon punch her.
Always DI away and down to avoid getting rested after she d-throws you.
Don't ever roll into her. Jiggs players look for these to score easy rests.
ALWAYS tech. They love jab resetting into rest.
And stay mobile. Make it hard for her to hit you.
Good luck
Thanks man, tips noted.I'm pretty decent at this match-up. It's really not that bad when you understand what you can and can't do.
I don't agree with keeping her grounded. In fact you want to wait until she throws out an aerial, usually bair, and then get under her and uair her. I don't use alot of nairs in this matchup, but they might work as a defensive tool. Instead I throw out alot of bairs. They're really good against Jiggs. I recommend learning how to pivot into a bair and also moonwalking into a bair.
If she does alot of full hops, I like do a rising full hop stomp, and sometime double hop after the first stomp into another, using the first stomp as bait. These are great for catching Puff out of how own full hop.
Throw out some knees as well. They kill her pretty early, and they also combo quit well into eachother. Edgeguarding puff is pretty hard. I just try and bair or uair her as much as I can when she's off-stage.
THINGS TO LOOK OUT FOR
Jiggs can duck under both your grab and your jabs/gentlemen. Worse yet, they can rest you if you try and go for these. If you do manage to grab her, you can almost always uair her after a d-throw. Always throw her as soon as possible to minimize her chances of good DI. Not sure about the percentages where you can knee. Propably around 60-120. But some puffs won't react too quickly, so sometimes you can knee from d-throw at any %. Some puffs try and rest you after you d-throw when you go for the knee. If they like to do that, try and bait their rest, then taunt and falcon punch her.
Always DI away and down to avoid getting rested after she d-throws you.
Don't ever roll into her. Jiggs players look for these to score easy rests.
ALWAYS tech. They love jab resetting into rest.
And stay mobile. Make it hard for her to hit you.
Good luck
I forgot to mention CCing. At early percent you can CC any of her aeriels into whatever you like. (Knee is usually best as it leads to more knees.)
And Jeapie, really?! You switch to fox? Don't you know you can lose your balls by doing that?
Running full hop, throw out stomp? Even if you trade with its b-air, I consider it a win, cos then it's considerably closer to kill percent, whereas falcon, although can be combo'd fairly easily, survives to higher percents.Stage control is #1
Puff can control space far better when she's at ground level or slightly below Falcon. (being directly above is scary for puff, but getting up there safely is hard for falcon if the puff is spacing well)
I feel dash dance is good against puff, but u-air on low percents only, cos (I) can't follow up the u-air with any other hit, whereas knee sends them far off. I reckon the stomp is the way to go, controlling the vertical.Dashdance around and uair her whenever possible.
Against any floaty characters, I rarely, if ever, n-air (save for single-hit n-air). Against spacies, and the heavier characters, the n-air is effective because you can get the double hit, followed by a regrab or whatever, whereas it's incredibly difficult to get both hits on the floaties. If you only connect with the first hit of n-air, it just resets them in place. If you hit with the second kick, maybe that sets up an u-air, which would send them off stage. Floaty characters are hard to combo, which is what the n-air sets up. I prefer to do the hit and run, trying to secure "safe" hits. The safest of which, I believe is the stomp. I've also found Falcon's b-air can compete, and u-air pushes them off stage for edge guard. I generally stick to the heavy hitters (I wonder how many times I've repeater myself)Nair works as a combo extender when uair hits them too high.
Wow! Thanks for your input Wizzy. I agree with you about the stages. 2 points of contention:
1. When puff is ground, what can he do to stop you from full hopping above him, where he will struggle to contend the stomp. I understand he can just run away, but that's not bad. You can just do it again.
2. I reckon n-air is quite useless because that means you're challenging the horizontal, where puff excels, since it'll be spamming/spacing b-air. You'll likely trade your n-air with its b-air which means you can't follow up the n-air with something like u-air
You wanna devote yourself as little as possible, I never try for going for more than one hit if I'm not convinced it'll hit.
Up air's are your best friend
stomp knee works(it's a better punish on rest than falcon punch most of the time)
watch how Silent Spectre does it, despite being mad old he's got the core concept of running away and attacking when you can so watching him can help you see what you should look for with openings and stuff
Strange. I'm assuming when that's puff at < 30%. Alternative to stomp if they expect it - knee?Usually when u stomp jiggz when she misses a rest she will be holding down so that she won't pop up in the air. SO stomp knee wouldn't work against hbox or good puffs probably.
Falcon punch does about 24% while knee does about 17%.I am pretty sure Falcon punch does more damage than knee lol
I think stomp is still a great punish for rest at low%, at the very least you get a tech chase and you work from there. I dunno what kind of follow-ups you can even expect from knee if she DI's down.
I know Falcon Punch will kill Jiggs way earlier than knee, so don't knock it when it's usually guaranteed death for Jiggs around 20-30% or so (or more depending on stage of course).
hmm...can't wait to see hax vs hungrybox.iirc Hungrybox said Wizzrobe is the only falcon that can beat him lately, maybe Wizzrobe has some advice on the matchup? I really don't like feeling like I should be switching characters for any matchup
hmm...can't wait to see hax vs hungrybox.
Game: http://www.youtube.com/watch?v=IMRD4GH58WgHax fought hbox at FC and actually took a game off him, but thats because he is a good player. He still is trying to learn the MU.
I know! I skipped uni in the morning to watch it live. I was crushed. Soo close.Hax used my advice and went to yoshis game 1 vs hbox, was a stock ahead but lost it.
If u watch that match u can see why I think yoshi's is the best stage vs puff, those earliy kills and hax actually recovered a couple times.
Also, that set confirms that d-throw knee is safe at mad early percents too, it just has to be spaced well. ( was never sure about that)
isn't fully charged f-smash better punish than falcon punch on rest punishes? pretty sure i learned this somewhere in the past here in the falcon threads
I like you.I actually find this matchup doable now, but it takes a switch of playstyle to succeed.
I avoid using too much nair, it's not that great when playing this matchup.
Puff loses when it comes to speed, and you can jump higher than she can given the time it takes, use that to your advantage.
I really like using DJ FF knee.
Uair is a good spacing tool.
Avoid grabbing too much, she can duck under it and rest you.
You can't go wrecking jiggs with combo's so in order to win you need to outspace her.
Always keep moving and just try to land you aerials and you will succeed.