Blue Yoshi
Smash Master
Here is a Jigglypuff character guide. As you can see, it is incomplete at the moment. Here is what I plan to have in the finished copy:
1. Introduction (description of Jigglypuff in smash, general advantages / disadvantages, etc.)
2. List of moves (every move, damage done by each, killing percents, use, and usefulness rating).
3. Learning the Combos (for beginner puff players, teaches how to do the combos)
4. General guide for comboing (for advanced puff players)
5. Matchup information on each character.
Well then... onto the guide:
1. Introduction
Jigglypuff is a strange character. Many of her properties are unique. Her combos are fairly easy to perform, but her attack range is limited, making it hard for her to start her combos. Due to her limited range and priority, most puff players play defensively, staying back until the opponent makes a mistake.
Pros:
-Can combo most characters easily
-Has many 0-death combos on various characters
-Can start a combo with many different moves
-Has excellent killing moves (rest, up-smash, up-air)
-Can edgeguard many characters easily
-Has 5 Jumps and Rising pound for recovery
-Small Target, making Puff hard to hit
-Can dodge projectiles easier than most characters.
-Too light for some characters to combo easily.
Cons:
-Lightest character in the game, allowing her to die at low percents
-Easy to edgeguard
-Poor range on most attacks
-Miss a rest, and you get punished
-Broken shield kills puff off the top of the screen
-Has no projectile
Note: This guide is mainly geared towards beginner players. I tried to make it work for both beginners and advanced to the best of my abilities...
2. Moveset
Note:
-Damage is measured by maximum damage the move can make. More damage measurements coming soon (weak hit, stale moves, etc.)
-If opponent is lying on ground, damage on first hit is cut in half, rounded up.
-If a move is used many times, it's damage dealt decreases (stale moves).
-Killing percent indicates the percent needed for this attack to kill a mario from the centre of dreamland (ground) with no di. I used a human mario and did not touch anything. A kill is either dying from the top or from the sides.
Standard Attacks
Jab
Damage:
-1st hit: 3%
-2nd hit: 4% (you have to hit a again)
-Total: 7%
Kill %: Does not kill.
Description:
Jigglypuff punches her foes twice, dealing little damage and causing little knockback.
Use:
Jab is a quick move. If your opponent is in front of you, you can jab them (obveously). This can be useful if your opponent missed an l-cancel or tech, or is waiting for the cooldown of a laggy move. It's fast, and will hit them before they can do anything about it.
One advantage of jab is that you can follow it up with a grab. Note that you must be very fast, or your opponent can get out of it. If you do successfully pull this off it's a bit of free damage on your opponent, plus a grab. What more could you ask from such a simple move?
If your opponent does not suspect it (and thus does not react on time to escape), you can use a fast strong attack after a jab. This can be useful if your opponent is near the ledge, as it can send them away, often to their death. However, grab is most often your best choice, since your opponent has less time to react, less window of opportunity to escape, and you can up-throw to start / finish combos, or backthrow to edgeguard them.
Combo follow-ups: Grab
Dash Attack
Damage: 10%
Description:
Jigglypuff runs and slides head first into her opponent, dealing decent damage and causing decent knockback.
Use:
Since Puff's general play style is fairly defensive, this can be used as a surprize attack. If done near the edge, the opponent can be sent off the edge, resulting in an edgeguard situation. However, if Puff misses, or the opponent shields, then it can easily be punished for high damage or a kill. The dash attack does not lead to any combos.
It is definitely not a good idea to run across the stage towards your opponent to dash attack (obveously). If possible, forward smash would be a better choice than dash attack, since it's range and duration are the same as the dash attack and it sends the opponent farther (and can kill). However, if you are already dashing, or the opponent is too far away to hit with the forward smash, then dash attack is better. Just use it cautiously, and do not overuse it, or you will be punished.
Combo follow-ups: None
Tilts
Side-Tilt
Damage: 8%
Description:
Puff stands still and kicks in front of her dealing low damage and low knockback.
Up-Tilt
Damage: 10%
Description:
Down-Tilt
Damage: 10%
Description:
Smashes
Forward Smash
Damage: 16%
Description:
Up Smash
Damage: 18%
Description:
Down Smash
Damage: 16%
Description:
Aerials
Neutral Air
Damage:
14% first frame
9% otherwise
Description:
Forward Air
Damage:
13% first frame
9% otherwise
Description:
Back Air
Damage:
13% first frame
9% otherwise
Description:
Up Air
Damage: 16%
Description:
Down Air
Drill: 3 dmg per hit, max 10 hits, 30 dmg total
Land: 3 dmg
Description:
B Moves
Neutral/Side B
Damage: 13%
Description:
Up B
Damage: none
Effect: Puts opponent to sleep
Description:
Down B
Damage: 20%
Effect: Jigglypuff is asleep for 4 seconds
Description:
Other Attacks
Edge Attack
Damage: 4%
Description:
Grabs
Grab
Damage: 0%
Effect: Jigglypuff grabs the opponent
Description:
Forward Throw (aka up throw)
Damage: 14%
Description:
Back Throw
Damage: 16%
Description:
3. Learning the Combos
Now for the moment most of you have been waiting for: What combos does puff have? Well, I thought I'd start with the basic ones for puff beginners, and slowly make our way towards the more advanced combos. Note that most of these combos are dependent on your opponent's character and percent.
A note about the combos: Whenever down-air is used, it can be L-Cancelled or not. Both have different effects (non L-cancelled does one last hit that knocks the opponent upwards, while L-cancelled has no effect on the opponent).
For players just starting puff, or simply learning to combo, I recommend you start from the first combo and work your way down. There is no way you will be able to pull off any advanced combo if you can't do any of the first ones.
I have split the combos up into "steps", so that beginners can follow through each step, thereby learning the basics before the complex. This section is basically made for beginners to learn the combos. Advanced players can skip through the combo titles. I will have a list at the end of the section of the major combos used in advanced play, and what characters they work on.
It may be worth noting that I say up-throw instead of forward throw, since it is, effectively, an up-throw.
Step 1
1. Down-air to Rest
Probably the most obveous and simple combo puff has. Most beginning puff players have probably figured this one out. I started with this combo since it is probably the easiest to pull off, therefore a good starting point for beginners. The best part about this combo is that it works at all percents (0-999) when L-Cancelled. This combo works on every character at every percentage.
I would recommend L-cancelling the down-air, since at higher percents, the non L-Cancelled down air will send the opponent too far upon landing. Since L-Cancelled down-air works on all percents, I would recommend sticking to this.
The damage done by this combo depends on how many hits you get with the down air. Each hit gives 3 percent, with a max of 10 hits when L-Cancelled. Rest, when un-stale, deals 20% damage, meaning that you can get a maximum total of 50% with this combo! However, it not likely that you will hit with every hit of the down-air. In the end you'll end up dealing somewhere between 30% and 50%, and send them far enough away from you that you will not be punished for rest.
Another note: This can be a 0-death on lighter characters near the edge.
Use in match:
For a beginner puff player, this combo is excellent. It is simple to do, and easy to pull off against a weak opponent. Due to the fact that it works at every percent and that it can kill at relatively low percents, it is an excellent starting point for a beginner. As the player's and opponent's skill increases, this combo becomes obsolete. Advanced players can DI out of the combo, resulting in a missed rest. Lucky for puff, there are ways around this, which we'll be getting to soon.
Summary:
This is an excellent beginner combo. It deals lots of damage and can kill at low percents.
If you are a beginner puff player, I recommend that you stick to this combo only for now. Use it in matches, against cpus or humans. Remember, diving right into the complex combos too early will only spell disaster.
Step 2
For beginner players, I recommend that you go through these combos in order (2, 3, 4, 5). Individually, combos 2, 3, and 4 are not very useful in a match, but put together (as in combo 5), it can deal a large amount of damage. I would recommend players go through the entire step 2 in one shot, as these combos are not useful until they are put together in step 5.
2. Up-tilt to Up-tilt (Up-tilt chain)
Ah, the famous up-tilt combo. Many characters have this combo (most notably Link, Ness, Kirby and Pikachu). Puff can string up to 4 or 5 of these in a row... depending on how your opponent di's. This can be a quick 25-40% on your opponent. This combo, however, works at the mid-percent range, meaning if your opponent's damage is too high or too low, it may not work. By the end of this step, this should no longer be a worry.
Use in match:
This combo does deal a good amount of damage, but is not very useful alone. It is useful when it is used in the middle of a combo.
At an advanced level, this combo can be used if the puff player messes up another combo, as it gives the puff player a few more hits.
Summary:
This combo should be combined with other combos. It is very easy to learn (hold up and press A continuously). Once this is learnt, go to the next combo.
3. Down-air to Up-tilt
This may be a bit strange at first, but once you get the general idea, this is a fairly simple combo to perform. This is a very useful combo, especially used at higher levels of play (it is used as a "middle combo"). For the sake of simplicity, we will stick to the simple follow-ups for this combo in this step.
Use in match:
This can be used as a combo starter or to continue a combo. It is very useful at every level of play. This combo can (and should) replace the down-air to rest combo learned in the first step, as it is more reliable and is less likely to miss. This combo can lead to many combos.
Summary:
Learn this. It is vital for your puff's success. Once mastered, move on to the next combo.
4. Down-air to Up-tilt chain (combo 3 - combo 2)
Down-air is an excellent lead in to Up-tilt. This combo can usually connect no matter how much your opponent di's (unless they have super-human reflexes...). This combo deals a fair amount of damage. The down-air deals enough damage that the up-tilt chain (combo 2) will work.
Use in match:
As Down-air is a commonly used combo starter, this is an easy way to get to an Up-tilt chain. This combo can lead to a whole bunch of combos. At advanced levels of play, usually only a single up-tilt is used, then followed up by a powerful move.
Summary:
Very useful. Commonly used in advanced play. Definitely a must for any puff player. This combo is usually finished with a strong attack, an example given in step 5:
5. Down-air to Up-tilt chain to Forward Smash
This is a useful combo for beginners. Nothing too extreme here, all very simple once you get used to it. This is simply a combination of combo 4 plus a combo finisher (Forward Smash). Definitely an easy combo to learn. The idea of this combo is to use Forward Smash when the next up-tilt doesn't look like it will hit. The result is the maximum number of up-tilts that can be chained in succession, followed by a forward smash or other strong attack.
Use in match:
For beginners, this is an excellent combo. Down-air is a common combo starter, and the transitions can usually be done successively. The only possible miss can come from the forward smash if you're not fast enough, but other than that, it is a good combo that can deal 40-60% damage and is more reliable than the Down-air to Rest combo in step 1. Forward smash should send your opponents off or near the edge. Basically an excellent combo for beginners.
Note: if the opponent's damage is too high, up-tilt will send the opponent too high for another up-tilt or forward smash. If this is the case, the best course of action for the moment would be the simple down-air to rest in step 1.
For advanced players, this combo can be used when they mess up the up-tilt portion of this combo. It is an easy escape route that deals lots of damage and sends the opponent away. I guess we could call this our "mess-up combo". I use this alot whenever I mess up my combos.
Summary:
This combo is fairly simple, deals alot of damage, and sends the opponent away. It is a useful combo for beginners. Advanced players can use it as a last resort if they mess up.
This is the end of step 2. I would highly recommend learning this step, as these combos are used regularly in advanced play. Since this is a simple combo to perform, and is used in advanced play, it was a good one to put in after the basic down-air to rest combo. For further steps where up-tilts are involved, if it is obveous that your next intended attack will not connect, this is a simple combo to perform to deal more damage. You must learn this step before moving on, as parts of this step are used throughtout the other combos.
Step 3
This is a very useful combo. It may be hard to pull off, but once you can get it, you will net more kills much more easily.
6. Up-tilt to Rest
This may be a little difficult for a beginner puff, but hopefully you've played puff enough that it will be easier. This is a very useful combo, and can be used alone, or to end a combo. Definitely one to learn, as it will make your puff that much better. The tricky part of this combo is that you must jump into a rest (up-tilt, followed by a short hop or full hop towards the opponent, followed by rest). It may take a bit of time to hit this combo successfully, but once you can, it can really help your puff.
A note: This combo may or may not work, depending on your opponent's percent. If their damage is too low, they won't go high enough. If their damage is too high, they'll fly farther away. However, if they do fly too far to hit with one jump, use another jump to get to their height. The best part about this combo is that it can kill someone at low percents.
Use in match:
First off, up-tilt sends your opponent in an upwards direction. Depending on their percentage, they could be at a perfect height for a rest. Hitting with the up-tilt makes hitting with the rest much easier than just rest alone.
When the opponent is right behind you (or dodging around you *COUGH* lvl 9s *COUGH*), you can perform an up-tilt, which should hit. After that (assuming they are at an appropriate percentage), you can hit them with a rest. It's a simple way to hit an opponent with a rest, and depending on your opponent's damage level, it can even kill them!
The main reason why up-tilt to rest is soo good is that if you miss the up-tilt (from opponent shielding or just plain miss), there's barely any ending lag, meaning you will go un-punished.
Another use is to use it to end a combo, which we will be getting to next...![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Note: At an advanced level of play, this combo is used often, whether it is done alone or to finish a combo.
Summary:
Very useful. An excellent way to punish someone trying to roll behind you (cpus...), or to get a quick hit to rest on someone behind you. It's most obveous use is to end combos, as is done in the next combo:
Down-air to Up-tilt to Rest
Once you can down-air to up-tilt, and up-tilt to rest, why not combine them together?
Down-air is probably one of the easiest ways to start a combo with puff. Using up-tilt after down-air is a safer choice than using rest, and you are more guaranteed to pull off an up-tilt to rest combo than you are a down-air to rest. This combo can kill your opponent depending on their percentage.
Use in match:
to be continued later...
Summary:
-
Currently working on: 3. Learning the Combos (for beginners)
1. Introduction (description of Jigglypuff in smash, general advantages / disadvantages, etc.)
2. List of moves (every move, damage done by each, killing percents, use, and usefulness rating).
3. Learning the Combos (for beginner puff players, teaches how to do the combos)
4. General guide for comboing (for advanced puff players)
5. Matchup information on each character.
Well then... onto the guide:
1. Introduction
Jigglypuff is a strange character. Many of her properties are unique. Her combos are fairly easy to perform, but her attack range is limited, making it hard for her to start her combos. Due to her limited range and priority, most puff players play defensively, staying back until the opponent makes a mistake.
Pros:
-Can combo most characters easily
-Has many 0-death combos on various characters
-Can start a combo with many different moves
-Has excellent killing moves (rest, up-smash, up-air)
-Can edgeguard many characters easily
-Has 5 Jumps and Rising pound for recovery
-Small Target, making Puff hard to hit
-Can dodge projectiles easier than most characters.
-Too light for some characters to combo easily.
Cons:
-Lightest character in the game, allowing her to die at low percents
-Easy to edgeguard
-Poor range on most attacks
-Miss a rest, and you get punished
-Broken shield kills puff off the top of the screen
-Has no projectile
Note: This guide is mainly geared towards beginner players. I tried to make it work for both beginners and advanced to the best of my abilities...
2. Moveset
Note:
-Damage is measured by maximum damage the move can make. More damage measurements coming soon (weak hit, stale moves, etc.)
-If opponent is lying on ground, damage on first hit is cut in half, rounded up.
-If a move is used many times, it's damage dealt decreases (stale moves).
-Killing percent indicates the percent needed for this attack to kill a mario from the centre of dreamland (ground) with no di. I used a human mario and did not touch anything. A kill is either dying from the top or from the sides.
Standard Attacks
Jab
Damage:
-1st hit: 3%
-2nd hit: 4% (you have to hit a again)
-Total: 7%
Kill %: Does not kill.
Description:
Jigglypuff punches her foes twice, dealing little damage and causing little knockback.
Use:
Jab is a quick move. If your opponent is in front of you, you can jab them (obveously). This can be useful if your opponent missed an l-cancel or tech, or is waiting for the cooldown of a laggy move. It's fast, and will hit them before they can do anything about it.
One advantage of jab is that you can follow it up with a grab. Note that you must be very fast, or your opponent can get out of it. If you do successfully pull this off it's a bit of free damage on your opponent, plus a grab. What more could you ask from such a simple move?
If your opponent does not suspect it (and thus does not react on time to escape), you can use a fast strong attack after a jab. This can be useful if your opponent is near the ledge, as it can send them away, often to their death. However, grab is most often your best choice, since your opponent has less time to react, less window of opportunity to escape, and you can up-throw to start / finish combos, or backthrow to edgeguard them.
Combo follow-ups: Grab
Dash Attack
Damage: 10%
Description:
Jigglypuff runs and slides head first into her opponent, dealing decent damage and causing decent knockback.
Use:
Since Puff's general play style is fairly defensive, this can be used as a surprize attack. If done near the edge, the opponent can be sent off the edge, resulting in an edgeguard situation. However, if Puff misses, or the opponent shields, then it can easily be punished for high damage or a kill. The dash attack does not lead to any combos.
It is definitely not a good idea to run across the stage towards your opponent to dash attack (obveously). If possible, forward smash would be a better choice than dash attack, since it's range and duration are the same as the dash attack and it sends the opponent farther (and can kill). However, if you are already dashing, or the opponent is too far away to hit with the forward smash, then dash attack is better. Just use it cautiously, and do not overuse it, or you will be punished.
Combo follow-ups: None
Tilts
Side-Tilt
Damage: 8%
Description:
Puff stands still and kicks in front of her dealing low damage and low knockback.
Up-Tilt
Damage: 10%
Description:
Down-Tilt
Damage: 10%
Description:
Smashes
Forward Smash
Damage: 16%
Description:
Up Smash
Damage: 18%
Description:
Down Smash
Damage: 16%
Description:
Aerials
Neutral Air
Damage:
14% first frame
9% otherwise
Description:
Forward Air
Damage:
13% first frame
9% otherwise
Description:
Back Air
Damage:
13% first frame
9% otherwise
Description:
Up Air
Damage: 16%
Description:
Down Air
Drill: 3 dmg per hit, max 10 hits, 30 dmg total
Land: 3 dmg
Description:
B Moves
Neutral/Side B
Damage: 13%
Description:
Up B
Damage: none
Effect: Puts opponent to sleep
Description:
Down B
Damage: 20%
Effect: Jigglypuff is asleep for 4 seconds
Description:
Other Attacks
Edge Attack
Damage: 4%
Description:
Grabs
Grab
Damage: 0%
Effect: Jigglypuff grabs the opponent
Description:
Forward Throw (aka up throw)
Damage: 14%
Description:
Back Throw
Damage: 16%
Description:
3. Learning the Combos
Now for the moment most of you have been waiting for: What combos does puff have? Well, I thought I'd start with the basic ones for puff beginners, and slowly make our way towards the more advanced combos. Note that most of these combos are dependent on your opponent's character and percent.
A note about the combos: Whenever down-air is used, it can be L-Cancelled or not. Both have different effects (non L-cancelled does one last hit that knocks the opponent upwards, while L-cancelled has no effect on the opponent).
For players just starting puff, or simply learning to combo, I recommend you start from the first combo and work your way down. There is no way you will be able to pull off any advanced combo if you can't do any of the first ones.
I have split the combos up into "steps", so that beginners can follow through each step, thereby learning the basics before the complex. This section is basically made for beginners to learn the combos. Advanced players can skip through the combo titles. I will have a list at the end of the section of the major combos used in advanced play, and what characters they work on.
It may be worth noting that I say up-throw instead of forward throw, since it is, effectively, an up-throw.
Step 1
1. Down-air to Rest
Probably the most obveous and simple combo puff has. Most beginning puff players have probably figured this one out. I started with this combo since it is probably the easiest to pull off, therefore a good starting point for beginners. The best part about this combo is that it works at all percents (0-999) when L-Cancelled. This combo works on every character at every percentage.
I would recommend L-cancelling the down-air, since at higher percents, the non L-Cancelled down air will send the opponent too far upon landing. Since L-Cancelled down-air works on all percents, I would recommend sticking to this.
The damage done by this combo depends on how many hits you get with the down air. Each hit gives 3 percent, with a max of 10 hits when L-Cancelled. Rest, when un-stale, deals 20% damage, meaning that you can get a maximum total of 50% with this combo! However, it not likely that you will hit with every hit of the down-air. In the end you'll end up dealing somewhere between 30% and 50%, and send them far enough away from you that you will not be punished for rest.
Another note: This can be a 0-death on lighter characters near the edge.
Use in match:
For a beginner puff player, this combo is excellent. It is simple to do, and easy to pull off against a weak opponent. Due to the fact that it works at every percent and that it can kill at relatively low percents, it is an excellent starting point for a beginner. As the player's and opponent's skill increases, this combo becomes obsolete. Advanced players can DI out of the combo, resulting in a missed rest. Lucky for puff, there are ways around this, which we'll be getting to soon.
Summary:
This is an excellent beginner combo. It deals lots of damage and can kill at low percents.
If you are a beginner puff player, I recommend that you stick to this combo only for now. Use it in matches, against cpus or humans. Remember, diving right into the complex combos too early will only spell disaster.
Step 2
For beginner players, I recommend that you go through these combos in order (2, 3, 4, 5). Individually, combos 2, 3, and 4 are not very useful in a match, but put together (as in combo 5), it can deal a large amount of damage. I would recommend players go through the entire step 2 in one shot, as these combos are not useful until they are put together in step 5.
2. Up-tilt to Up-tilt (Up-tilt chain)
Ah, the famous up-tilt combo. Many characters have this combo (most notably Link, Ness, Kirby and Pikachu). Puff can string up to 4 or 5 of these in a row... depending on how your opponent di's. This can be a quick 25-40% on your opponent. This combo, however, works at the mid-percent range, meaning if your opponent's damage is too high or too low, it may not work. By the end of this step, this should no longer be a worry.
Use in match:
This combo does deal a good amount of damage, but is not very useful alone. It is useful when it is used in the middle of a combo.
At an advanced level, this combo can be used if the puff player messes up another combo, as it gives the puff player a few more hits.
Summary:
This combo should be combined with other combos. It is very easy to learn (hold up and press A continuously). Once this is learnt, go to the next combo.
3. Down-air to Up-tilt
This may be a bit strange at first, but once you get the general idea, this is a fairly simple combo to perform. This is a very useful combo, especially used at higher levels of play (it is used as a "middle combo"). For the sake of simplicity, we will stick to the simple follow-ups for this combo in this step.
Use in match:
This can be used as a combo starter or to continue a combo. It is very useful at every level of play. This combo can (and should) replace the down-air to rest combo learned in the first step, as it is more reliable and is less likely to miss. This combo can lead to many combos.
Summary:
Learn this. It is vital for your puff's success. Once mastered, move on to the next combo.
4. Down-air to Up-tilt chain (combo 3 - combo 2)
Down-air is an excellent lead in to Up-tilt. This combo can usually connect no matter how much your opponent di's (unless they have super-human reflexes...). This combo deals a fair amount of damage. The down-air deals enough damage that the up-tilt chain (combo 2) will work.
Use in match:
As Down-air is a commonly used combo starter, this is an easy way to get to an Up-tilt chain. This combo can lead to a whole bunch of combos. At advanced levels of play, usually only a single up-tilt is used, then followed up by a powerful move.
Summary:
Very useful. Commonly used in advanced play. Definitely a must for any puff player. This combo is usually finished with a strong attack, an example given in step 5:
5. Down-air to Up-tilt chain to Forward Smash
This is a useful combo for beginners. Nothing too extreme here, all very simple once you get used to it. This is simply a combination of combo 4 plus a combo finisher (Forward Smash). Definitely an easy combo to learn. The idea of this combo is to use Forward Smash when the next up-tilt doesn't look like it will hit. The result is the maximum number of up-tilts that can be chained in succession, followed by a forward smash or other strong attack.
Use in match:
For beginners, this is an excellent combo. Down-air is a common combo starter, and the transitions can usually be done successively. The only possible miss can come from the forward smash if you're not fast enough, but other than that, it is a good combo that can deal 40-60% damage and is more reliable than the Down-air to Rest combo in step 1. Forward smash should send your opponents off or near the edge. Basically an excellent combo for beginners.
Note: if the opponent's damage is too high, up-tilt will send the opponent too high for another up-tilt or forward smash. If this is the case, the best course of action for the moment would be the simple down-air to rest in step 1.
For advanced players, this combo can be used when they mess up the up-tilt portion of this combo. It is an easy escape route that deals lots of damage and sends the opponent away. I guess we could call this our "mess-up combo". I use this alot whenever I mess up my combos.
Summary:
This combo is fairly simple, deals alot of damage, and sends the opponent away. It is a useful combo for beginners. Advanced players can use it as a last resort if they mess up.
This is the end of step 2. I would highly recommend learning this step, as these combos are used regularly in advanced play. Since this is a simple combo to perform, and is used in advanced play, it was a good one to put in after the basic down-air to rest combo. For further steps where up-tilts are involved, if it is obveous that your next intended attack will not connect, this is a simple combo to perform to deal more damage. You must learn this step before moving on, as parts of this step are used throughtout the other combos.
Step 3
This is a very useful combo. It may be hard to pull off, but once you can get it, you will net more kills much more easily.
6. Up-tilt to Rest
This may be a little difficult for a beginner puff, but hopefully you've played puff enough that it will be easier. This is a very useful combo, and can be used alone, or to end a combo. Definitely one to learn, as it will make your puff that much better. The tricky part of this combo is that you must jump into a rest (up-tilt, followed by a short hop or full hop towards the opponent, followed by rest). It may take a bit of time to hit this combo successfully, but once you can, it can really help your puff.
A note: This combo may or may not work, depending on your opponent's percent. If their damage is too low, they won't go high enough. If their damage is too high, they'll fly farther away. However, if they do fly too far to hit with one jump, use another jump to get to their height. The best part about this combo is that it can kill someone at low percents.
Use in match:
First off, up-tilt sends your opponent in an upwards direction. Depending on their percentage, they could be at a perfect height for a rest. Hitting with the up-tilt makes hitting with the rest much easier than just rest alone.
When the opponent is right behind you (or dodging around you *COUGH* lvl 9s *COUGH*), you can perform an up-tilt, which should hit. After that (assuming they are at an appropriate percentage), you can hit them with a rest. It's a simple way to hit an opponent with a rest, and depending on your opponent's damage level, it can even kill them!
The main reason why up-tilt to rest is soo good is that if you miss the up-tilt (from opponent shielding or just plain miss), there's barely any ending lag, meaning you will go un-punished.
Another use is to use it to end a combo, which we will be getting to next...
Note: At an advanced level of play, this combo is used often, whether it is done alone or to finish a combo.
Summary:
Very useful. An excellent way to punish someone trying to roll behind you (cpus...), or to get a quick hit to rest on someone behind you. It's most obveous use is to end combos, as is done in the next combo:
Down-air to Up-tilt to Rest
Once you can down-air to up-tilt, and up-tilt to rest, why not combine them together?
Down-air is probably one of the easiest ways to start a combo with puff. Using up-tilt after down-air is a safer choice than using rest, and you are more guaranteed to pull off an up-tilt to rest combo than you are a down-air to rest. This combo can kill your opponent depending on their percentage.
Use in match:
to be continued later...
Summary:
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Currently working on: 3. Learning the Combos (for beginners)