[FBC] Papa Mink
Smash Legend
This is my old information. So it may be outdated.
Lets start!
Neutral
---Summary---
**Low Tier
**Low Tier
I would say that we have an advantage on Captain Falcon. His recovery really isn’t that good and his moves aren’t too deadly. Off the edge is where we reign once again. You’ll notice one of the biggest places I’ll always discuss about Jigglypuff is off of the edge and that’s because a good Jigglypuff player always gets their opponent off the side of the stage. Captain Falcon’s ground game isn’t too much better than ours if at all. Hit best kill moves are in the air.
The only main advantages I see is his speed. Besides that we have more priority in air and we can put up a good fight on the ground. Our grab game is far superior to his. There are a few ground attacks he has that can do some damage but those can be spaced or shielded for a shield grab. Below I will have the main attacks you’ll see in the air and on the ground along with what you can do to avoid it or counter it.
Rest will kill at 79%
Rollout will kill at 85%
Fair will kill at 90+ off the edge
Utilt will kill at 140%
Usmash will kill at 135%
2. Jigglypuff’s pound has a great priority over a lot of grounded and aerial attacks falcon throws out. Use that and grabs a lot when on the ground. Grabs are one of jigglypuff’s best characteristics in her moveset. She has great grab range and with a guaranteed 13% per pummel->throw that’s pretty nice. Just think…. Dair -> Grab - > Two pummels - > Fresh throw. That’s a maximum of 32%. That’s crazy.
3. Aerial game with jigglypuff is superior to falcons as well. Of course remember, priority is nothing more than who spaces their move better. So when you do your attacks remember that Bair and Fair will kill you at high percents… Keep your distance and Bair the hell out of falcon. He has no projectiles. So don’t be scared.
The only main advantages I see is his speed. Besides that we have more priority in air and we can put up a good fight on the ground. Our grab game is far superior to his. There are a few ground attacks he has that can do some damage but those can be spaced or shielded for a shield grab. Below I will have the main attacks you’ll see in the air and on the ground along with what you can do to avoid it or counter it.
---Moves to look out for---
Jab
The jab comes out on frame 3.
Captain Falcon’s jab can be jab cancelled and can be very annoying to rack up damage. Good CF’s will use this jab to refresh their KO moves as well. This jab can work similarly to Falco’s jab in that a Jab -> Grab is possible. The jab infinite (holding down jab) is used primarily at lower percents and won’t be seen very often when you’re at higher percents. Remember that CF’s grab is one of, if not, the worst in the game. The jab can be punished with a shield grab or a OOS Dair. If you see the jab cancel start to come out, just get out of jabs range and then reapproach.
Fsmash
The hitbox hits on frame 19.
The Fsmash is used for punishing bad rolls and can be used as a kill move. The cool down lag is pretty horrific on this attack so once you shield it you are open to do most attacks. Your best options are to SH fair or OOS Dair after the attack. However this attack can be stutterstepped which gives the attack a little bit more range. This isn’t necessarily a move to be scared of, just be aware of making bad rolls and being predictable.
Captain Falcon’s jab can be jab cancelled and can be very annoying to rack up damage. Good CF’s will use this jab to refresh their KO moves as well. This jab can work similarly to Falco’s jab in that a Jab -> Grab is possible. The jab infinite (holding down jab) is used primarily at lower percents and won’t be seen very often when you’re at higher percents. Remember that CF’s grab is one of, if not, the worst in the game. The jab can be punished with a shield grab or a OOS Dair. If you see the jab cancel start to come out, just get out of jabs range and then reapproach.
Fsmash
The hitbox hits on frame 19.
The Fsmash is used for punishing bad rolls and can be used as a kill move. The cool down lag is pretty horrific on this attack so once you shield it you are open to do most attacks. Your best options are to SH fair or OOS Dair after the attack. However this attack can be stutterstepped which gives the attack a little bit more range. This isn’t necessarily a move to be scared of, just be aware of making bad rolls and being predictable.
Dsmash
The attack hits on frame 19/29.
This attack is also used for punishing spot dodges or bad rolls. It has kill potential as well. Try not to be in CF’s grill when you’re fighting him because his up-close on ground game is superior to ours. As with fighting most characters, stay in the air above him. Don’t be scared to space retreating B/F/Nairs because captain falcon’s grab isn’t going to be able to getcha unless you really can’t space well. You could always try to bait the Dsmash and punish with OOS Dair. If you see the opponent prat fall during the Dair you can know that if you push your momentum onto the opponent you can try to land a rest. If you do this even once, whenever a Dair is done to your opponent it will make them want to shield when the attack is done, setting you up for a grab.
Usmash
Hit comes out on frame 22/28
This attack is used commonly as a hyphen smash so if you see the falcon sprinting towards you and you are hovering in the air down towards him don’t be scared to throw out pound. One of the best ways to hit pound is having your opponent run into you. This works well for DACUS’ such as mortar slides. Regardless, if both hits hit you then it’ll rack up some damage.
The knee hits on frame 14 and bair hits on frame 10.
This move will KO pretty early as compared to the rest of his moveset. The sweetspot makes time stop and rockets you offstage after any percent past 85% (with DI). Pound will beat this since the opening frames are the sweet spotted ones. Though watch out for the back air as well for it can kill at the 100%+. In the air try to Wall Of Pain with back air or nair to stop his recovery. Try to bait him to attack you offstage and then punish for them for coming out and trying jigglypuff in the air.
This attack is also used for punishing spot dodges or bad rolls. It has kill potential as well. Try not to be in CF’s grill when you’re fighting him because his up-close on ground game is superior to ours. As with fighting most characters, stay in the air above him. Don’t be scared to space retreating B/F/Nairs because captain falcon’s grab isn’t going to be able to getcha unless you really can’t space well. You could always try to bait the Dsmash and punish with OOS Dair. If you see the opponent prat fall during the Dair you can know that if you push your momentum onto the opponent you can try to land a rest. If you do this even once, whenever a Dair is done to your opponent it will make them want to shield when the attack is done, setting you up for a grab.
DownB, SideB(grounded) and Dash Attack
Frame data doesn’t matter.
These attacks will hit your shield and give you 90 minutes of lag time to punish. Just punish the normal Jigglypuff way and Shield Grab and choose the throw of your choice. Short hop N/B/Fair to punish. The only exception to these is the side B. The side B on the ground has less ending lag then the others and may be harder to punish. He’s too far away to grab unless you time it to make sure his fist is completely in the air. But even then it’s safer to punish with a dash attack, or back up and reapproach.
These attacks will hit your shield and give you 90 minutes of lag time to punish. Just punish the normal Jigglypuff way and Shield Grab and choose the throw of your choice. Short hop N/B/Fair to punish. The only exception to these is the side B. The side B on the ground has less ending lag then the others and may be harder to punish. He’s too far away to grab unless you time it to make sure his fist is completely in the air. But even then it’s safer to punish with a dash attack, or back up and reapproach.
Usmash
Hit comes out on frame 22/28
This attack is used commonly as a hyphen smash so if you see the falcon sprinting towards you and you are hovering in the air down towards him don’t be scared to throw out pound. One of the best ways to hit pound is having your opponent run into you. This works well for DACUS’ such as mortar slides. Regardless, if both hits hit you then it’ll rack up some damage.
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The Knee (Fair) and BairThe knee hits on frame 14 and bair hits on frame 10.
This move will KO pretty early as compared to the rest of his moveset. The sweetspot makes time stop and rockets you offstage after any percent past 85% (with DI). Pound will beat this since the opening frames are the sweet spotted ones. Though watch out for the back air as well for it can kill at the 100%+. In the air try to Wall Of Pain with back air or nair to stop his recovery. Try to bait him to attack you offstage and then punish for them for coming out and trying jigglypuff in the air.
Uair and Dair
Uair hits on frame 6 and Dair hits on 16.
Uair is Captain Falcon's fastest aerial to come out. It's pretty good at juggling in the air and getting the opponent offstage. It has a surprising amount of kill power, so be careful
Uair is Captain Falcon's fastest aerial to come out. It's pretty good at juggling in the air and getting the opponent offstage. It has a surprising amount of kill power, so be careful
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---Moves that kill---
Usmash will kill at 83% without DI.
The Knee will kill at 65% without DI
Fsmash will kill at 90%
Uair will kill at 125% from mid final D but will kill at 100% offstage.
Falcon Punch will kill at 45% without DI. (You can duck) --- Depressing
Bair will kill at 90% offstage without DI.
The Knee will kill at 65% without DI
Fsmash will kill at 90%
Uair will kill at 125% from mid final D but will kill at 100% offstage.
Falcon Punch will kill at 45% without DI. (You can duck) --- Depressing
Bair will kill at 90% offstage without DI.
---Moves that kill---
Rest will kill at 79%
Rollout will kill at 85%
Fair will kill at 90+ off the edge
Utilt will kill at 140%
Usmash will kill at 135%
---Jigglypuff’s Advantages---
1. As with most characters her gimping abilities make her have an upper hand. Cap’n Falcon’s recovery isn’t that good and has very awkward trajectory. If he attempts to recover using the side B in the air and spikes you, you might still be able to recover. If he goes for the UpB you can air dodge or even Dair and follow up.
2. Jigglypuff’s pound has a great priority over a lot of grounded and aerial attacks falcon throws out. Use that and grabs a lot when on the ground. Grabs are one of jigglypuff’s best characteristics in her moveset. She has great grab range and with a guaranteed 13% per pummel->throw that’s pretty nice. Just think…. Dair -> Grab - > Two pummels - > Fresh throw. That’s a maximum of 32%. That’s crazy.
3. Aerial game with jigglypuff is superior to falcons as well. Of course remember, priority is nothing more than who spaces their move better. So when you do your attacks remember that Bair and Fair will kill you at high percents… Keep your distance and Bair the hell out of falcon. He has no projectiles. So don’t be scared.
Lets start!