She's my favorite secondary and seeing as I do play as her a lot I just pointed out the problems I have with some of the main chars I end up seeing at tourneys. I'm not talking out my ***, just those are the problems I face when I play her. I know I'm far from the best with her, but seeing as I don't have anyone better at her in my area to learn from. I'm just trying to get better through research on boards and such. the most BS I can say that I could possible agree with is her grab game. Even then it's still not amazing. Just good. The other two were that her vs Meta wasn't a good matchup, which I hold to. And the point about being out prioritized in the air leads to massive problems for her. Which is my biggest problem when I play her. I respect your opinion, seeing as you're well known on these boards and I've read quite a bit on here. So please tell me, what's the real options once they all but eliminate your air game?
I'm sorry I was harsh before, it was uncalled for. Especially since I'm a visible member of the board. Please accept my apology.
Her grab game:
Jigglypuff has a very good grab game. Her pummel wracks up lots of damage as do her throws, and they let you unstale other moves. All of her aerials can lead into a grab, though n-air and d-air are most notable. Wavelanding, which is still a somewhat new development for Jiggs (though not a "new AT" in general), lets her segue from aerial combat into grab whoring very very well, making her effective grab range truly absurd. Try using nair and wavelanding into a sliding shield canceled grab, its nuts.
Her b-air sets up for edgeguards and is probably her most useful overall. F-air can lead to a DACUS (I have used this on good players). Up-air is useful in the matchups where up-air beats their d-air (Olimar and GW come to mind). She also has grab-release combos. Grab-release > rest on Wario, to f-air on MK, to DACUS on a bunch...
So her grab game has range, wracks up damage like whoa, good followups, and even some grab-release stuff.
Aerial Priority and MK:
I personally think the matchup is better than 60:40. It is still in MK's favor obviously... its MK. What we've got on him is aerial speed and maneuverability. So we can avoid his attacks better than he can ours. Pound has really high priority btw. It beats just about everything. And f-air can and will KO MK at decent % fresh. D-air can beat the shuttle loop, n-air can beat the tornado, it is possible to chain together up-airs and b-airs (again, I've done it). Wavelanding properly is huge here. SHAD wavelands into grab can get through a f-air wall.
Our grab game is superb here. Powershield the f-tilt / d-smash > grab is **** in a cake. Really, a large % of playing MK is landing those grabs. He doesn't have a projectile and our pivot grab has great range so we've got a lot of chances.
Being able to rest out of the tornado is amazing. And MK doesn't have such insane KO potential that you can't use a non-KO rest. Or you can SDI up and dair. You can get some surprise KOs that way. Drill rest KOs him at very low % so that helps here to.
To keep this not to long:
Aerial priority is countered by pound and superb maneuverability. This is true in other cases as well. Don't read that as: GW isn't omegarape. He is. F that guy.
The grab game has range, power, and leads into other moves.
We have an answer to all MK's b moves.