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f-throw -> utilt at 0% on DK is a risky combo. tho with the right timing, you can f-throw -> utilt for a long time (connecting the third hit as a true combo is the hard part)if you grab dk at 0 and want to rack up some damage just fthrow, utilt once or twice and then pivot grab.
Tips for fighting DK?
I am having trouble death comboing him.
Utilt to rest or even just rest (though the latter seems unlikely with decent DI from the opponent) could definitely kill in some situations where usmash would not, like if you are near the edge of the stage at mid percents due to horizontal knockback instead of vertical.as jiggs, when finishing a combo after you do the dair with the last hit, is there any time / instance when you'd use anything other than an up smash, assuming that all attacks would hit?
If you get a grab on 0% DK there is one combo I use that kills every time from every stage position (not including of course when there is a platform right above you).Tips for fighting DK?
I am having trouble death comboing him.
I dunno. I always remembered Fox's uair being super OP in 64.jiggs has the best uair in this game
That probably convinced me, I'm going to implement random uairs in my jigglygame.like an idol performing on stage with that posed look on her face.
A few pointers:
Avoid the ground generally. Your best bets on the ground are generally grab or up-tilt, but puff is generally in a more advantageous position when in the air. Jigglypuff has a relatively good grab range (some call it heinous) so take advantage of it. Know how many jumps you have left at all times and take into consideration that it's riskier to approach in the air if you don't have many jumps left.
Down air is really useful, since you can do a lot of the boilerplate combos after it a lot of the time. You don't always need the d-air to hit for its entire duration -- sometimes one little 3 damage hit is enough hitstun for you to get in a f-throw in afterwords. Pay close attention to where you land after the d-air so you can decide what move should follow it up. If your opponent shields, try to land or apply enough pressure so you don't get grabbed after the d-air. Sometimes (rarely), you can use it as a spike, but be careful. Beware of OP up-tilts / up-airs, or filthy Samus up-Bs.
Neutral air has a decently disjointed hitbox and duration, and it's relatively forgiving. Take advantage of it by getting in little hits whenever you can without being punished. It's good for spacing too -- use it to scare your opponent away or put yourself in a more favorable position in the air. For edgeguarding, hover/linger near the edge and greet your opponent with the n-air, or in some cases chase your opponent farther off the stage with the n-air (especially fox, falcon). When edgeguarding, be mindful of your opponent's attacking options (for example don't get hit by Falcon up-B or Samus up-B or any sort of spikes).
Some people will tell you forward air should almost never be used, but I disagree. You can take advantage of its crappy knockback to get some combos in. I like to throw out a f-air unexpectedly shortly before landing. If you z-cancel, you can follow it up with a grab often times, or if you're in the air you can try a d-air or pound followup.
Other than in combos, I like to use up air to occasionally surprise my opponent who is expecting something different.
Like most things in life, pound is good in moderation. It can be a really useful approach if your opponent isn't expecting it. Of course, pound can help you survive farther horizontally, but you'll want to use it sparingly, especially as you get closer to your edgeguarding opponent. For recovery, you want to be as unpredictable as possible, and either fly over your opponent, grab the ledge, or hit the ground by nabbing your opponent with pound or an aerial. For fun / pro behavior, try some pivot pounds.
Don't needlessly rest. Though it's badass, rest can be replaced by up air or other attacks in combos, reducing your chance of having your sleep rudely disturbed by opponents, malicious tornados, or sentient douchebag trees. '
Anyways, does anyone have some tips for beating Mario and Lugii? Those *******s are tricky...
It's hard to find good Jiggles in a lot of areas. If you can, play Ybombb and a few others online. Closest thing to a good Jiggly.im really bummed, cant find any good puff players in the area that can actually use a rest
i main jiggs but i dont have a car to go over to ship, otherwise id drive the hr and a half from millersville and playim really bummed, cant find any good puff players in the area that can actually use a rest
DI away from Fox unless you are at high %, then try to get back down to the ground by using Puff's high air mobility to move left and right and kinda slim past FoxHow do you handle Fox's up-air as puff? I get juggled for days.
You gotta like, do a rising pound for every jump....i always pounded first then used my jumps, but jiggly always missed it, and i raged alot.