Your moving and persuasive argument has caused me to immediately understand all the flaws in my thinking. I recant everything.
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Your matchups, unfortunately, are fairly flawed. There is no way some of these characters are better than a 30-70 for the other characters ownage and yet I see Olimar and Falco both above it and G&W on it. Trust me, Falco dominates Jigglypuff and so does Olimar. There is no real counter to them. These matchups on some of these are overestimating Jigglypuff by 10%, i.e., G&W would become 90-10 and Olimar 75-25. These are pretty far off.My Latest Matchup Thoughts:
7:3
Bowser
Ganondorf
Captain Falcon
Ike
Sonic
6:4
Mario
Yoshi
Link
Shiek
Samus
Pit
Ivysaur
Lucas
5:5
Peach
Diddy
Zamus
ROB
Kirby
Meta Knight
Fox
Falco
Wolf
Charizard
Jigglypuff
45:55
DK
Toon Link
Olimar
Pikachu
Lucario
Snake
4:6
Luigi
Wario
Ice Climbers
DeDeDe
Squirtle
Marth
Ness
3:7
Game & Watch
Just for the record.
Couldnt have said it better myself.See, that's why i said "not by personal experience."
What it boils down to is at the roots Jiggs can't really deal with these characters as well as you think.
Two things are most likely happening here:
1. You are a better player than these people at tourneys you keep referring to
2. They lack experience vs Jigglypuff
You say they aren't as bad as GW. That's probably true, so what you need to do IMO is move GW down to 80:20 or so, maybe 75:25 so that there is more room for other characters that can be put below 60 40.
Snake can effectively shut down aerial approaches by just throwing his knee out there, not to mention he can kill extremely early and so can D3. But you probably know all of this.
All of Marth's attacks are disjointed, if the Marth plays the match up properly Jiggs will have a very hard time getting through his sword, and once she does she won't be there for too long.
I wasn't sure about Zelda and DK, they both have longer ranged aerials, better killing power, and zelda a far-reaching recovery.
I'm just asking you to stop going only by personal experience when you look at match ups. You obviously have much talent with Jiggs, no one else is doing as well as you are with her from what I've seen. But you need to look at the theory side of things: Two top level players of equal skill.
This is like saying I play a great Mario and I beat every MK i play at tourneys. This doesn't make it any less of a **** match in Meta's favor.
How did I miss this?why the heck do you guys have jiggz even with MK???
That doesn't make any sense...
Got it at 60-40 MK, sound about right? He is the easiest to rest of any character and more.How did I miss this?
yeah, Jiggs doens't go even with MK either... definitely.
Don't get grabbed. If Jiggs gets grabbed, you're doing something hella wrong.Bowser being 30-70 with jigglypuff is actually wrong.
If you fight a good bowser he can grab relase you into any arieal including u air. Bowser > Jiggs.
Whether or not I've played a top level Jiggs is irrelevant, it's not hard to look at each character's tools and see how they can or can't apply them to the match up.I'm actually with Thinkaman on the matchups he specified.
My crewmate plays a lot of Zelda, and it's not that hard of a match. If I lose, it's because I did something stupid. I'd still tip it in Zelda's favor, but only slightly. 55-45, I'd say.
Marth? Snake aside, Jiggs does better against Marth than my other two "mains" (see sig.) I don't think you've played a top or high level Jiggs. (because honestly I can pretty much count on one hand the number of them who are active.) I have LOTS of Marth experience, Ottawa is the Marth capital of Canada. The ones I've faced / beat usually agree that the match is a LOT closer than they thought it was.
Why is this match closer? Jiggs is constantly safe. Marth doesn't have a projectile, Jiggs can actually force a Marth to approach and punish it (rare in matches).
Why.. exactly does Marth have to approach? Whether he does or not though, Jiggs is still at a huge disadvantage. She can't deal with disjointed hitboxes very well and can't do anything vs Marth's zoning except try and float away.
She can get out of dancing blade due to her light weight,
out of certain combinations of it she can, it mostly depends on the percent and how she DI's. it's definitely not a "Jiggs will always get out"
she can out maneuver fair chains and punish,
Uh, fair chains? What marth's are you playing again?
she can survive the dair gimp or an Up B stage spike, and she can gimp him. To his credit Marth can and will kill early, and can brick wall the hell out of Jiggs if she's ever in a position that she's forced to approach. (down by percent / stock)
precisely.
Don't get me wrong, it's still Marth's advantage, but it's not OMG **** like all Marth mains seem to think.
70:30 is a large advantage, I'm not going to spew false information out and tell the community they have a good chance against a character that they really struggle against.
Sonic loses to Jigglypuff by a fair amount. And wifi says nothing.No really, has anyone here ever fought a good Sonic?
Wi-fi me if you want to. It'd change your idea of the match up.
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If I beat your jiggs 20 times in a row, that would say something, regardless of the .1 seconds of input lag.Sonic loses to Jigglypuff by a fair amount. And wifi says nothing.
This is like the Fox boards again...Sonic loses to Jigglypuff by a fair amount. And wifi says nothing.
No, I am not overestimating the puff. I am one of those people who hates/ loves Jigglypuff. Hate how bad Sakurai made her. Love her style. So I main her. However, Sonic is not even to Jigglypuff. Its not 70-30, but its 60-40.This is like the Fox boards again...
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Fair, retreating fair. Second fair keeps me more than spaced enough to not get hit.Let's play a game:
Tell me how you'd approach a Jiggs. I'll tell you how she can get around it.
Tell me how you'd camp a Jiggs. I'll tell you how she can get around it.
A) Follow out of range and attempt to pound trap your landing lag. Or dodge twice and follow his momentum, at which point you're in range for a nair. I mean, the risk is far greater than reward in both of these responses.Fair, retreating fair. Second fair keeps me more than spaced enough to not get hit.
Retreating fair, Shield, repeat. If you attack the shield, consider yourself grabbed.
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LOL, please you are actually taking m2k's word as fact? Of course he's going to say **** like that after he gets owned. He said diddy was the ultimate meta knight counter once he lost to Ninjalink. He can't or doesn't analyze match ups at all, he just goes by whatever he thinks. Doesn't make it true.1) She can smash DI out of it after the second to third hit with proper DI and good reflex.
2) Yeah, fair chains. By that, I generally mean aerial approach, which usually starts with fair -> ____, fair -> land, then ____ If she gets hit by the fair, she's completely out of the Marth's zone for follow up.
3) On paper isn't everything. M2K has stated after Pound 3 that he thought that Melee Jiggs was the best character in Melee, even though she wasn't so. On paper.
4) Marth can just jab camp: Pound. Space a Roll into Rest. Time an airdodge into Rest. Hard to do, but difficulty is no factor in top level. Right?
I already admitted Marths can brickwall. I already admitted Marths have the advantage, but it's NOT as glaring as you seem to think.
Let's play a game:
Tell me how you'd approach a Jiggs. I'll tell you how she can get around it.
Tell me how you'd camp a Jiggs. I'll tell you how she can get around it.
It's so much risk with Jiggs, sucks that you have to rely so much of your opponent not being smart.A) Follow out of range and attempt to pound trap your landing lag. Or dodge twice and follow his momentum, at which point you're in range for a nair. I mean, the risk is far greater than reward in both of these responses.
B) Jiggs won't get shield grabbed, otherwise Jiggs is doing something wrong. My answer to this is either time Pound to reduce your shield, or short charge a rollout to once again, reduce your shield and get motoring out of danger zone, in hopes that next time you attempt it I can shield poke it with a high / low bair. Once again, risk > reward for puff. This would be a slow process. Or dodge the fair, keep going and attempt to shield grab you. All our throws do 10%, so we don't mind.
Just saying, we *can* theoretically get around scenarios like that. It's usually dangerous or tedious, but we do have ways.
And this is fun. Please gimme moar.
I wrote out a really long reply to this, and Google Chrome crashed. Don't use Chrome guys.See, that's why i said "not by personal experience."
What it boils down to is at the roots Jiggs can't really deal with these characters as well as you think.
Two things are most likely happening here:
1. You are a better player than these people at tourneys you keep referring to
2. They lack experience vs Jigglypuff
I'm just asking you to stop going only by personal experience when you look at match ups. You obviously have much talent with Jiggs, no one else is doing as well as you are with her from what I've seen. But you need to look at the theory side of things: Two top level players of equal skill.
Right... but none of Jigg's matchups are anywhere near that bad, though G&W comes close.This is like saying I play a great Mario and I beat every MK i play at tourneys. This doesn't make it any less of a **** match in Meta's favor.
Theory is just that when experience proves otherwise. I once theorized that Pokemon Trainer had potential to be a G&W counter though some ridiculous logic that sounded really good at the time. I tried my theory out against NoJ, and that was that.Whether or not I've played a top level Jiggs is irrelevant, it's not hard to look at each character's tools and see how they can or can't apply them to the match up.