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Smash Cadet
Hello, everyone, I'm just here to offer a few suggestions (which I think is clear from the thread's title). So, I've been watching some of the videos featuring our beloved jiggs mains here and thought that I could maybe give some helpful tips -- general as well as character specific. Oh, but as a side note, most of those videos are old, and I'm sure that Alex and Tehrexzor (or whatever) have gotten much better. Anyway, let's get into it.
First off, I feel like I have to clarify that spacing is the most important thing. This is because Jiggs is so light and dies easily blah blah you all know, I'm just mentioning it so as to not leave it out. To help out with the whole keeping-damage-as-low-as-possible thing, Short Hop Air Dodges are fantastic. I think I saw a thread mentioning this several weeks ago, but I just really want to take the opportunity to emphasize it here. SHADs (appropriately spaced) are a good way to stay out of **** zones. Of course if one finds himself right next to an opponent for whatever reason and cannot get away, then I would suggest grabbing or F-tilts. F-tilts are fast and jiggs' grab is really very good.
One more general tip: do not use rollout to get back onto the stage. I see this all the time, and, people, you will get punished for it. I would suggest to not use rollout at all, but it actually hits more than it should, so use it sparingly at most, and don't even bother when you're on a stage with platforms. Now for moves that one should use (or at least learn): drill to rest and boost-smashing. Both are pretty easy to learn, so I have faith that you'll all master them. Also, something simple and funny that seems to work is just to charge smashes. I don't know why, but a lot of people will "jump into the ****" since they misjudged timing or just weren't expecting a charged smash.
As for character specific, I can only think of a couple things. First, for Game & Watch, I think pound is very useful. Obviously, normal aerials do not work too well against this guy, so well-spaced pounds are pretty good (I don't recommend using pound very much for many other characters). Second, Metaknight: stay the hell away from him. Hit him once, then back the hell off. I think a Bair would be the best most to hit him with, since you'll need to save up the Fair for the kill.
Oh, one more thing that's important for everyone to learn: be patient, Do Not run in and let your opponent get the advantage over you. You'll see if you ever watch tourney players, they are incredibly patient and it's a good thing for people to pick up.
I think that's it. I hope you guys found it helpful. Feel free to disagree or offer different ideas or even ask questions if you want something more in depth or even explained, these are just my opinions based on my own experience of what's worked.
I'm just here to help, ma'am.
First off, I feel like I have to clarify that spacing is the most important thing. This is because Jiggs is so light and dies easily blah blah you all know, I'm just mentioning it so as to not leave it out. To help out with the whole keeping-damage-as-low-as-possible thing, Short Hop Air Dodges are fantastic. I think I saw a thread mentioning this several weeks ago, but I just really want to take the opportunity to emphasize it here. SHADs (appropriately spaced) are a good way to stay out of **** zones. Of course if one finds himself right next to an opponent for whatever reason and cannot get away, then I would suggest grabbing or F-tilts. F-tilts are fast and jiggs' grab is really very good.
One more general tip: do not use rollout to get back onto the stage. I see this all the time, and, people, you will get punished for it. I would suggest to not use rollout at all, but it actually hits more than it should, so use it sparingly at most, and don't even bother when you're on a stage with platforms. Now for moves that one should use (or at least learn): drill to rest and boost-smashing. Both are pretty easy to learn, so I have faith that you'll all master them. Also, something simple and funny that seems to work is just to charge smashes. I don't know why, but a lot of people will "jump into the ****" since they misjudged timing or just weren't expecting a charged smash.
As for character specific, I can only think of a couple things. First, for Game & Watch, I think pound is very useful. Obviously, normal aerials do not work too well against this guy, so well-spaced pounds are pretty good (I don't recommend using pound very much for many other characters). Second, Metaknight: stay the hell away from him. Hit him once, then back the hell off. I think a Bair would be the best most to hit him with, since you'll need to save up the Fair for the kill.
Oh, one more thing that's important for everyone to learn: be patient, Do Not run in and let your opponent get the advantage over you. You'll see if you ever watch tourney players, they are incredibly patient and it's a good thing for people to pick up.
I think that's it. I hope you guys found it helpful. Feel free to disagree or offer different ideas or even ask questions if you want something more in depth or even explained, these are just my opinions based on my own experience of what's worked.
I'm just here to help, ma'am.