illinialex24
Smash Hero
Please discuss Jigglypuff's potential, strategy and stage counterpicks here.
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jump releaseDoes the grab releases affect Jiggz? I thought she floated too far away.
I don't think she can be regrabbed from release.jump release
Grab release upair
Grab release fair
Grab release bair
Grab release upb
ground release
Grab release regrab
Grab release overb
Grab release ftilt
Grab release jab
it's from vex's thread, so you should probably talk with him if you think they're wrong.I don't think she can be regrabbed from release.
Edit: I tested this and none of these work. Maybe the jab or F-tilt but no regrabs for sure and no air releases work.
Did you have someone else using Jiggz? If not then she probably could of DI'd away from it.it's from vex's thread, so you should probably talk with him if you think they're wrong.
although i can get all of them to work, except for the regrab, which is a running grab, not a standing grab (which doesn't really work anyway).
Bowser's Fsmash equals 50% and dead Jiggs.Currently though, missing a rest is certain death.
This matchup is kinda confusing me. It seems like it's all about who makes the fewest mistakes. I still think Jiggz has the advantage, but it sounds more even than I thought. You still have to keep in mind that you aren't going to grab Jiggz much at all, since she's rarely on the ground. Plus, off stage Jiggz has the clear advantage.Bowser's Fsmash equals 50% and dead Jiggs.
Bowser is like the polar opposite of Jiggs in movement. Jiggs spends all her time in air, while Bowser spends most of his time grounded, unless he's using his infinite jump shenanigans.
From what I've tested, Bowser's grab releases do work on Jiggs. You need to watch out for his Klaw and chaingrab out of a ground release, and aerials out of a jump release. I can confirm that this works if you have good timing.
You need to watch out for this, because these grab release tricks can really screw Jiggs up. Let's say that Bowser grabs Jiggs, bashes her with his head a couple of times, and then uses a grab release Klaw. This will do like 25%, and that's a lot of damage for a single grab.
And yeah, we could say that Bowser will have difficulty grabbing Jiggs. But imagining a match where you don't get grabbed at all is just silly. Bowser will land a grab at least once, and he might be able to do all sorts of crap out of it. Watch out.
The Ftilt can be angled upwards.Poking with bairs above Bowser's ftilt range seems like it'd work fairly well.
Yup, Bowser's gimptastic.Bowser is easily gimped.
Pretty much. If Bowser spaces or mistimes his attacks badly, then Jiggs can punish him by getting him into the air and utterly destroying him. If Jiggs spaces her attacks badly, or underestimates Bowser's range and priority, she's going to have a very tough time getting though Bowser. Bowser is a defensive wall, and you'd be surprised at all the crap he can pull out to stop Jigg's approaches.This matchup is kinda confusing me. It seems like it's all about who makes the fewest mistakes.
No arguments here. Bowser's grab range is pretty bad. However, the grab is still a powerful tool that can be used against Jiggs. You must be very careful to space your attacks properly against Bowser. If you space badly, Bowser might be able to get the grab on you, and when that happens, Bowser can do all sorts of crap to Jiggs. If you get a ground release, he can chaingrab or Klaw you to rack up damage very fast. If you get a jump release, then he can hit you with an Fair or Uair if his timing is perfect. Remember that the Uair will kill Jiggs at 60%, so you really need to watch out for that.You still have to keep in mind that you aren't going to grab Jiggz much at all, since she's rarely on the ground.
No arguments here either. Thank god Bowser is the heaviest character in the game. He's pretty **** hard to get off the stage.Plus, off stage Jiggz has the clear advantage.
............. o_0The Ftilt can be angled upwards.
Yup, Bowser's gimptastic.
Pretty much. If Bowser spaces or mistimes his attacks badly, then Jiggs can punish him by getting him into the air and utterly destroying him. If Jiggs spaces her attacks badly, or underestimates Bowser's range and priority, she's going to have a very tough time getting though Bowser. Bowser is a defensive wall, and you'd be surprised at all the crap he can pull out to stop Jigg's approaches.
Waiting for the opposing character to make mistakes is something that both Bowser and Jiggs can capitalize on. A missed Bowser Bomb or a badly aimed Fire Breath means a free Rest for Jiggs. While a missed Rest from Jiggs means a fully charged Fsmash from Bowser. Jiggs needs to be very careful in this matchup, as does Bowser.
No arguments here. Bowser's grab range is pretty bad. However, the grab is still a powerful tool that can be used against Jiggs. You must be very careful to space your attacks properly against Bowser. If you space badly, Bowser might be able to get the grab on you, and when that happens, Bowser can do all sorts of crap to Jiggs. If you get a ground release, he can chaingrab or Klaw you to rack up damage very fast. If you get a jump release, then he can hit you with an Fair or Uair if his timing is perfect. Remember that the Uair will kill Jiggs at 60%, so you really need to watch out for that.
No arguments here either. Thank god Bowser is the heaviest character in the game. He's pretty **** hard to get off the stage.
In order to fully grasp this matchup, we need to get a firm understanding on how Bowser works, and how ******** he can be at times. Like Jiggs, Bowser is an underestimated character, but you should never think that the match is a cakewalk. Bowser is full of tricks he can use, and he's definately not going down without a fight.
An obvious thing that you may have noticed is that Bowser is a giant turtle. Both literally and figuratively. Bowser has a very powerful defensive game, and you'd be surprised at how much crap he can stop with his moves.
First of all, Bowser's shield is enormous. He can takes lots of hits and not even worry about getting shield stabbed. This supplements his defensive game by helping him use his OoS options at every opportunity. Bowser's Fortress is a prime example of Bowser's powerful; defensive game. Any attack that's not spaced well will probably be met with an OoS Portress. Besides coming out near instantly, the Fortress does decent amounts of damage, has high knockback, and has buttloads of priority. The Fotress will kill Jiggs at like 90% fresh, so you need to be careful about getting overly offensive. If you do manage to space your aerials properly, then Bowser might decide to use his Ftilt or Jabs OoS instead. An upwards angled Ftilt comes out pretty fast, and Bowser can use it to protect himself from some of Jigg's aerials, no shield needed. The Jab comes out even quicker, and it has very deceptive range and priority. With his excellent OoS options, it's extremely difficult to pressure Bowser by chipping at his shield because of these things.
Bowser can also use his tilts and aerials to stop approaches. The upward angled Ftilt has been mentioned, but Bowser's aerials can also be used as a surprise attack as well. A short hopped Fair comes out quick, and has decent range and priority to boot. It can go through a lot of things, so you need to watch out for it. Another thing you need to worry about is Bowser's Fire Breath. Fire can create a very annoying wall, especially if you don't see it coming while you're using an aerial. If you get stuck in the fire, try to DI towards Bowser so you can land a free Rest on him. If the Bowser player is familiar with the matchup, he'll stop shooting fire when you get close to him, so start moving towards him as fast as possible.
Another thing worth mentioning...Bowser's Utilt. It's so manly that it needs an entire paragraph dedicated to it. The Utilt is one of Bowser's best killing moves, and for good reason. It's fast, has deceptive range and priority, and it's strong. Hell, I think it'll kill Jiggs at 80% fresh. The hitbox for the Utilt hits above and behind Bowser, so you need to be wary about attacking him from the rear. To put things simply, a reverse Utilt will go through all of Jigg's aerials. It even beats all of Meta Knight's aerials, that's how awesome it is. Bowser can pull out a random Utilt and kill you out of nowhere, since the hitbox is so **** huge for some reason. Watch out for this. I cannot stress that enough, especially if you're playing on a stage with platforms.
Resting Bowser is both easier and harder then it seems. Some of Bowser's attacks have just enough ending lag for you to pull off a Rest, and combined with his large size, he's essentially a walking target, so there'll be lot's of opportunities. However, don't expect to be able to pull off a Rest with relative ease. As you guys know, Rest comes out in like 1 frame, so you'd figure you'd be able to Drill Rest Bowser into oblivion right? Well, that's not really the case. Remember Bowser's Fortress? It has invincibility frames at startup, from frames 1-5. Bowser can abuse those frames to make the Fortress go through all sorts of crap, including a Drill Rest. Combined with the Fortress's naturally high amounts of priority, it's not that easy to Drill Rest Bowser.
I can't think of anything else, but if anyone wants to talk more about this, I'll try to answer as well as I can. I hope this was helpful.
A good Bowser is scary. I love playing good bowsers, as Lucas or Jiggs. Makes for very exciting matches.............. o_0
um.... lol yes. good boozers CAN hold their own against a jigglypuff, but jiggltpuff has more advantages against him. you mentioned bowzer's whirling fortress and d-air rest? in the air that is not effective, and it may not work therough the d-air's weak hit stun. if i does, look in veirl's thread about rest counters, and you may find that the invincibility frame on rest can go through it.
The second hit of Bowser's Fsmash has a sour spot at his horns which deals 19% instead of 23%. The knock back is weaker (it kills considerably later than the 23% hit) and much more vertical.Ah, the Omegadeath hitbox... when bowser lunges forward this one comes out. It does like 23% uncharged or something ridiculous like that. It is very possible to get hit by this hitbox and not the first if the Bowser isn't close to you.
Obviously you don't know anything about Jigglypuff if you think she can't KO Bowser. Or anyone. Her KO potential is HUGE.lol @ calling bowser easily gimpable -____-
sorry mofos but jiggs doesn't have the advantage. Hard to win against somebody you can't even KO amirite???
doing it wrong, bowser grab break has really awkward timing, you gotta practice it a bit to get it rightI don't think she can be regrabbed from release.
Edit: I tested this and none of these work. Maybe the jab or F-tilt but no regrabs for sure and no air releases work.
whirling fortress invincibility ends on frame 5, the hitbox starts on frame 6, meaning there is no frame where rest won't at least tie with the upb. you can technically time the 1 frame option for it to tie, but it's next to impossibleWhirling fortress can be perfect rested before the first hit connects or... anytime after the invincibility frames wear off... Subsequent hits can be SDI'd out of into drill rest. If you end up behind a shielding bowser, they like to up-b out of shield. keep those finger on b or R/L... Perfect shield does not combo into rest but is a possible defense. The priority of an attack doesn't mean sh** in regards to rest. Rest has infinite priority.
We're talking about Bowser not G&WJiggs doesn't have problems KO'ing. . .
Approaching Bowser with aerials isn't a good idea. You should perhaps bait an attack, airdodge it and grab him.bowser is one of the few characters that you can nair to rest. at high percents he can trip from nair
I know more about Jiggs than u kno about Bowser.Obviously you don't know anything about Jigglypuff if you think she can't KO Bowser. Or anyone. Her KO potential is HUGE.
I assume by sing you mean rest.Unless you count Rollout / Sing as reliable finisher you will have troubles KOing him.
I know more about Jiggs than u kno about Bowser.
Her KO potential isn't huge. That's an exxageration, a HUGE one (C WHAT I DID?)
I've never had a problem, but then I've never actually played a really good one. Just regular good ones.The thing isn't that Bowser isn't just "hard" to gimp but almost impossible
I've gone many matches without getting grabbed. It's very realistic, though improbable.And yeah, we could say that Bowser will have difficulty grabbing Jiggs. But imagining a match where you don't get grabbed at all is just silly. Bowser will land a grab at least once, and he might be able to do all sorts of crap out of it. Watch out.
stops pound? you mean after pounds hitbox goes away right? pound goes through fortress. It is one of bowsers best moves, and it is hard to gimp. Good bowsers use it to slide on the other side of opponents to grab them or somthing else. Still, a character like jigglypuff is usualy not grounded long enough to be effected by this. Yes it does get annoying thoughfotress stops pound and eliminates lag for bowser allowing them to side b or grab. bowser is hell annoying
Yes, if you b-up out of perfect sheild of course It works. my point was that if you use pound on whirling fortress, pound wins.perfect sheild and then fortress...it stops pound man
No, they aren't. They hurt Lucas pretty bad though. Bowser can still chaingrab Lucas info oblivion, and hit him with a Bowser Bomb. He cannot to that on Jiggs.Whatever. I play Lucas to, grab-releases aren't the end of the world.
A good Bowser will usually recover very high, by Bowser Bombing the ledge. Or very low, where the invincibility frames will give him enough time to grab the ledge with the fortress.I've never had a problem
Only Captain Falcon has reflexes that manly.I've gone many matches without getting grabbed. It's very realistic, though improbable.