Captain Norris
Smash Lord
her third custom rest doesn't spike does it?
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As far as i know, it doesn't.her third custom rest doesn't spike does it?
I found Shulk very exploitable with f-air camp and then rest out of shield. I agree that Bowser Jr is a pain at this point, hes got awkwardly long range attacks that stay out long. They only character that I have a ton of troubles with so far is Little Mac, I know all I need to do is Bair or Fair near the ledge but I always get hit by his dash attacks.Been playing a lot of Jiggs on For Glory today, she's very easy for me to pick up and play and feels great. For the most part I steamrolled opponents, but I found myself having some trouble with Bowser Jr and his Mecha Koopa traps, while Shulk is also a bit pain due to his range, but it's possible to take both of them down given some patience. The only character I never managed to beat was Olimar, what a campfest.
Also, Rest out of shield is as great as some top players have made it out to be, I won several close matches with it, it's very easy to punish people with.
I hear that a lot of people have problems with Little Mac in general. You just have to play very passively and wait for a golden opportunity to throw him up in the air or off-stage, it's not your job to approach him, you just need to punish him at every opportunity. I love playing against Little Mac honestly, it's tons of fun.I found Shulk very exploitable with f-air camp and then rest out of shield. I agree that Bowser Jr is a pain at this point, hes got awkwardly long range attacks that stay out long. They only character that I have a ton of troubles with so far is Little Mac, I know all I need to do is Bair or Fair near the ledge but I always get hit by his dash attacks.
I don't think there are any follow ups to the move. However, it doesn't really need it, its an excellent way to punish with a lot of damage out of shield when you can't kill with rest yet. It sucks in the opponent so you're pretty much guaranteed the 14%. It's great.lol her custom rest looks so ridiculous animation wise...
on topic, does any1 know any legit follow ups to her d-air if any? It seems if you end the move on the ground you can be punished if your opponent is quick about it... but d-air hits a lot more now... can do about 14%
As Jigglypuff I find myself dashing around on the ground constantly pulling up my shield, I'll just tap it and won't hold it for very long at all, when an opponent comes near me, I simply shield their attack, and then immediately rest them. Usually when they do Smash attacks or if they try to hit me with an aerial attack. Landing D-air as a punish works really well too since it has a really high damage output, and because you're Jigglypuff, its generally safe on shield. I haven't really been focusing on any rest combos, Rest of shield has been enough for me to get the wins. Currently 33-0 on For Glory.Hi all,
I have never played Jigglypuff in a Smash game before, but am loving her so far in Smash 4. However, I'm not doing too well with her in For Glory. Are there any videos I can watch to help me get accustomed to her? Do you have any Sm4sh-specific advice?
What is the correct way to Rest OoS? Is it the crouch-canceled SH Rest I saw in a video somewhere? And how do you kill as Jiggs if you're not getting any Rest opportunities? What are your options after u-throwing someone? I have so many questions...
any video showcasing these custom moves? i haven't gotten the game and i only plan on buying the WiiU version.Actually lastly, let me just give you the names of all Jigglypuff's English custom moves
Rollout
Relentless Rollout
Raging Rollout
Pound
Sideways Pound
Pound Blitz
Sing
Hyper Voice
Spinphony
Rest
Leaping Rest
Wakie Wakie
I have replays but I don't have any way to get it from the 3ds to the computer. At least I don't know how to.One big question I have is this:
When approaching, how do you choose your option between f-air/b-air and Pound? When is it correct to use Pound? When you think they're going to shield it? What are Jiggs' best approaching options in general? Or is she supposed to be more about waiting for enemy mistakes?
Do you have any replays from your 33-0 streak, Jigglymaster?
any video showcasing these custom moves? i haven't gotten the game and i only plan on buying the WiiU version.
I know some people will just start the replay and record it from their phone. If your cell has a decent enough camera, you could do this.I have replays but I don't have any way to get it from the 3ds to the computer. At least I don't know how to.
As for the approaching question, never use pound to approach, its a terribly slow move, even slower than it was in brawl, and you will almost always get punished for it. B-air, Drill, and N-air are your best approach options. IN this game its generally about running and shielding, Jiggly is a very ground based character oddly enough in this game.
Pound works wonders on sheilds, like it does over 50% of the shields health. The only downside is it has a long end lag and can be grabbed. One of the main uses for it is horizontal recovery if you don't want to use up your jumps. Say you chase someone off stage using 3 jumps, it would take 3 jumps to get back so you would rather save the jumps and use pounds to get back.I know some people will just start the replay and record it from their phone. If your cell has a decent enough camera, you could do this.
I will remember not to use Pound to approach. What are it's uses then? I have been using it to momentum-cancel when flying off the stage as well, is this a correct use? And how about f-air for approaching? Does n-air have a longer range than f-air?
Hmm, I never thought of using it as momentum cancelling, I'll have to try that out. As an attack, all your other attacks are just flat out better and safer. The only time I've seen myself using pound is for Pound Blitz (Pound Custom 3) into Leaping Rest as a combo around 120%.I know some people will just start the replay and record it from their phone. If your cell has a decent enough camera, you could do this.
I will remember not to use Pound to approach. What are it's uses then? I have been using it to momentum-cancel when flying off the stage as well, is this a correct use? And how about f-air for approaching? Does n-air have a longer range than f-air?
So you almost never find yourself using Pound, at all? Why is n-air such a good approach? It seems like its hit-box is very small, but maybe I'm wrong.Hmm, I never thought of using it as momentum cancelling, I'll have to try that out. As an attack, all your other attacks are just flat out better and safer. The only time I've seen myself using pound is for Pound Blitz (Pound Custom 3) into Leaping Rest as a combo around 120%.
N-air is out for very long and you can strafe with it. A lot of aerials are very unsafe in this game and you need to be able to space your attacks well, this especially comes in handy with n-air, it also has a very fast start up. I usually see myself using it alot in the neutral game, unlike pound. Whenever I use pound I almost always get hit for it.So you almost never find yourself using Pound, at all? Why is n-air such a good approach? It seems like its hit-box is very small, but maybe I'm wrong.
And what is your opinion of f-air? CrazyCupofJoe seems to like it.N-air is out for very long and you can strafe with it. A lot of aerials are very unsafe in this game and you need to be able to space your attacks well, this especially comes in handy with n-air, it also has a very fast start up. I usually see myself using it alot in the neutral game, unlike pound. Whenever I use pound I almost always get hit for it.
For Rest, when a Jigglypuff player lands a successful Rest that kills, it's AWESOME. I've read in this forum about Jigglypuff being able to crouch attacks and use Rest afterwards. I've read about the Up-Tilt to Rest technique. I thought I read about the D-air to Rest doesn't quite work? Or at least not as good as previous Smash games. It seems pretty hopeful for Jiggs to make her way into Resting an opponent.I've used it twice so far, and both times I was able to combo into rest. Both times I used it in a situation where I thought my opponent would use a get-up attack from the ledge.
If they DO use a get-up attack from the ledge, you can put them to sleep during their get up animation before the attack comes out, at least on Captain Falcon. Then, if you activated it early enough, you will have enough time to combo into rest.
its a shame we can't use that multi pound online T_T
oh no! what i most enjoyed about playing with her was her floaty-ness, insane recovery, and her air game. aside from bair, i hope her air game wasn't nerfed in order to give her buffs in other areas though maybe its the state of how the game plays now is rather than Jiggs (aka less air game for everyone?)I don't know why but I found myself being safer on the ground just rolling and shielding than actually staying in the air, I felt very uneasy staying in the air against many characters, It worked wonders against a Lucina I played against, my main issue is also approaching, I never felt like I had a safe approach, I tried fairs but it soon became predictable and I suck at approaching with bairs, all in all, I just need to figure out how to have a safe approach.
Sounds like skill.Yo I'm NOT feeling Jiggs in this game, she has *** range. Bair kills ok. But it has terrible range. Uair has terrible range, dair leaves no mixups on hit. Rest combos are not viable above 60% (which results in never killing).
Rollout is stupid on hit.
Her recovery has been nerfed a lot.
Most important; her *** range and priority.
What am I missing?
Why are you implying that I'm a bad player only because I'm not feeling Jiggs? Trust me it's deff. not skill.Sounds like skill.
Rollout has never been that great, so you can't really complain about it sucking once again, be glad it's not death if you roll off the edge now.
Rest OoS still works above 60%, and manually aimed rests have always been doable.
The range is only a problem if you jump into your opponent's attacks, rather than baiting the attack and punishing. But any character will have trouble if you run headfirst into a punch.
It's just like any character fighting, say, duck hunt, only trade avoiding the ranged attack to avoiding the close range attack. Don't just run headfirst into it. The only problem I've had, at all, with puff's range is against Samus, and that's just because I'm not used to her close combat not being complete crap.
I did not say you was a bad player, I said you was bad with jiggs.Why are you implying that I'm a bad player only because I'm not feeling Jiggs? Trust me it's deff. not skill.
She gets completely outpoket by 60% of the cast.
Please show me video proof of a rest combo above 60%.
Puff can't approach against a lot of characters. Plus all of her air attacks have lag. She's to risky with not so big rewards.
I did not say you was a bad player, I said you was bad with jiggs.
Outpoked huh, again, I've played against every character, and the only character I have had any problems at all against in close range is samus.
I never said rest combos existed about 60%, I said you could still rest out of shield and manual rest above 60%. learn to read.
Puff can approach just fine against most characters, only having trouble against characters with fast attacks, at which point you just have to play smarter.
I was a good Jiggs main in brawl where she was ass. There are still vids of me on YouTube. But thats not the point.I did not say you was a bad player, I said you was bad with jiggs.
Outpoked huh, again, I've played against every character, and the only character I have had any problems at all against in close range is samus.
I never said rest combos existed above 60%, I said you could still rest out of shield and manual rest above 60%. learn to read.
Puff can approach just fine against most characters, only having trouble against characters with fast attacks, at which point you just have to play smarter. You cannot use the same tactics against every character, or against every opponent, and expect them to work 100% of the time. Hell, you can't even repeat the same tricks for the entire match, any good player will learn what you're doing. Every character, and every opponent, has to be approached differently.
I was a good Jiggs main in brawl where she was ***. There are still vids of me on YouTube. But thats not the point.
Just because you've played against all the characters (lame argument) doesn't counter it. Shulk/marth/lucina/Ike/dk/jr/Palutena(??)/sheik/yoshi/dhd/wario/g&w etc. all outpoke/outpcamp jiggs.
Of course you can't play the same against every character, what kind of counter is that. Just saying that she has troubles coming in due to her bad range.
Just because rollout was ****ty in brawl doesn't mean I should not be complaining about it. Being a ****ty move doesn't justify being a ****ty move in each game. Look at zelda's upb buff for example (her upb wasn't that shotty in previous games)
Of course that's true. But how will you space well if your main space tools have been nerfed. Bair is no longer able to be done twice in a shorthop that's how slow it is now. So after bair retreats you're dealing with lag which makes this space tool less safe.Jigglypuff has always had range issues (esp on ground,) but her air mobility + good aerials (combined with having good spacing) makes up for it
struggling to land rest over 60% is nothing new, that's how it was in smash64 but punishes will work at any %.
Also, her b-air is so good and easy to kill with now, it's not like rest is her only option to net a kill...
lol my problem with this character is how many inputs she takes to use, she's gonna kill my pikachu3ds circle pad! D:
You do make good points here. And I agree d-air hits better for more damage but lack of follow ups is a disappointment (and if you misspace and end on the ground you will be punished.) I think Puff will be playing very, very lame against certain characters... very hit and run style but at least she can kill if you don't stale certain moves.Of course that's true. But how will you space well if your main space tools have been nerfed. Bair is no longer able to be done twice in a shorthop that's how slow it is now. So after bair retreats you're dealing with lag which makes this space tool less safe.
Uair lacks range so you'll barely hit with it unless you have momentum. Dair is laggy on hit and leaves no mixups anymore whatsoever.
Rest punishment is nice, but really hard against good players. Rest oos isn't that common either since you won't be spending a lot of time on the ground. The difference with melee is also that people would actually die from it at low % which makes the risk way more rewarding and gave it a way bigger comeback potential.
I hope that playing her with the gc controller will change things a bit, but I doubt it. I wonder how she will ever appproach characters like zss/yoshi/marth/lucina.
I'd just like to point out that we actually spend more time on the ground in ssb4(i think mainly from our reduced recovery), and most of our aerial time is spent short hopping to gain space. So we have quite a few OoS rest opportunities(OoS SH rest).Rest punishment is nice, but really hard against good players. Rest oos isn't that common either since you won't be spending a lot of time on the ground.
This is the truth. People keep acting like Puff has an aerial game so insane that she doesn't need to be on that ground, and that's incredibly wrong. It's just when puff chooses/needs to be the aggressor, it will most often be with an aerial because her approach options on the floor are literally just shield, grab, or dash attacking if you feel confident it will hit. In general though, acting out of shield is Puff's best option. Shielding a lot also makes your opponent feel more inclined to grab, which gives you tons of fairs OoS against them. They try to adapt and roll more, which is where nairs start becoming amazing. So on, so forth, but it all starts by being patient and groundedI'd just like to point out that we actually spend more time on the ground in ssb4(i think mainly from our reduced recovery), and most of our aerial time is spent short hopping to gain space. So we have quite a few OoS rest opportunities(OoS SH rest).