Toxicroaker
Smash Lord
What do you guys think on Jigglypuff's custom side specials? They are all pretty good. For those of you who don't know, I'll tell you what each of them are used for.
Side 1: Slow and a bit laggy, but has really high priority and shield damage. It is a great anti-approach option, and pretty good if you can predict a shield. Hitting with it also sets up pretty good for up-air strings. It probably shouldn't be used for approaches, though, because it is pretty laggy and stops most of her momentum.
Side 2: This has has more range, and is multi-hit, at the cost of priority and shield damage. This makes it better for approaching, but a bit worse as an anti-approach option. It also sends the opponent upwards, so it can start up-air strings just like the default.
Side 3: This one is more of a gimping tool than anything else. It doesn't have the same crazy shield damage as the first one or the same crazy priority(?). It also completely stops your forward movement, making it even worse for approaching. The one up-side to this move is it's diagonally down knockback that completely kills recoveries.
Like I said, thay're pretty much all just as good, but all preform different roles. I use the default the majority of the time, but I will use the other two in specific matchups. e.g. I will use side 3 against DHD, because he won't usually approach and his recovery sucks.
Side 1: Slow and a bit laggy, but has really high priority and shield damage. It is a great anti-approach option, and pretty good if you can predict a shield. Hitting with it also sets up pretty good for up-air strings. It probably shouldn't be used for approaches, though, because it is pretty laggy and stops most of her momentum.
Side 2: This has has more range, and is multi-hit, at the cost of priority and shield damage. This makes it better for approaching, but a bit worse as an anti-approach option. It also sends the opponent upwards, so it can start up-air strings just like the default.
Side 3: This one is more of a gimping tool than anything else. It doesn't have the same crazy shield damage as the first one or the same crazy priority(?). It also completely stops your forward movement, making it even worse for approaching. The one up-side to this move is it's diagonally down knockback that completely kills recoveries.
Like I said, thay're pretty much all just as good, but all preform different roles. I use the default the majority of the time, but I will use the other two in specific matchups. e.g. I will use side 3 against DHD, because he won't usually approach and his recovery sucks.