Maybe you guys are overrating tornado, it's a good move, but losing it for a certain MU doesn't really matter since he still has so much options left.
Also, when considering drillrest, we should always take in account DI, who cannot react in that time to realize he is being drill rested and smash the stick left or right?
Also, we Jigglypuff players are and have always been very optimistic, which is very good, but unfortunately we don't really do that well against MK. Walking Ftilt, what are you going to do?
FH and SH fairs, what are you gonna do?
GST OoS, what are you gonna do?
Well the answer is, nothing if MK does it correctly. But of course no one is perfect, but still, Jigglypuff has trouble landing hits. Pound is the savior in this MU from what I have played, but it's so easy to bait by the MK player.
I'm not saying the tornado is the best thing evar, but it is the reason for many of his good matchups. It shuts down alot of characters, and I think it should be noted that it isn't the case here. So you do admit that the points I made for Jiggs shutting down tornado are valid, though, correct?
The think about DI'ing out of drill is that it can be read. If the Jiggs player properly reads the DI, then MK can still be rested. It falls on the mindgames in the match, and does not counter drillrest at all.
You make points about MK creating walls and doing things we can't counteract. This really doesn't stand up in practice. It looks good on paper, but it just doesn't happen. MK can't attack forever. There will be small holes in which he's vulnerable. He does have ending lag to all his moves, however small and Jiggs is fast enough to get hits in when that happens. It won't happen all the time but it will happen enough for a fair match.
Plus if MK is standing there making a "brick wall" Jiggs can start charging a rollout then what? You'll block it with tornado? Sounds good to me.
I think you guys are overrating the drill. That move is ridiculously easy to dodge as MK, why on earth would MK be grounded in the first place? Let alone the fact that drill is really really easy to SDI :/.
We might be overrating it, but you are totally underrating it. As I said before, if you SDI to one side we can follow. Even without rest, Jiggs does very well here.
Why would he be grounded? A few reasons.
First off, you can't use that argument of not needing to land in this case. Unlike with most of MK's matchups, he doesn't outclass Jigg's ability to be airborn. He will be grounded more than we will for that reason only.
Secondly, Besides Nair, MK has no way to kill us in the air. Even shuttle loop is better on the ground. As long as we space well enough to not get hit nair (easy) or even if we DI out of it you won't be able to kill us well. MK will be grounded to try and get the KO.
He WILL be grounded in this matchup so drill resting is possible.
Additionally, I would like to let you know that Jiggs has other options after drill. She can land and do uptilt (kills at 150) she can grab if you shield, she can footstool and dair again. We won't go for the rest every time.