T-block
B2B TST
Yeah Jiggs has a slick dash grab. Deceptive range with the way she jumps forward.
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You think watching a good Zelda is more impressive than watching a good link??I know this isn't solid reasoning, but when I see videos of a good Zelda vs another good player (that probably doesn't really know the MU, but whatever) it's much more impressive than videos of Link/Jigglypuff vs good players, probably Falcon as well. Maybe Riot is just significantly better than any of the Link/Jiggz mains that I've seen, idk.
Are there any good videos of top Link/Jigglypuff players that someone can link in here?
How does any low tier reliably kill people?How does Jigglypuff reliably kill people?
Yeah sort of, they all seem sorta gimmicky.I got nothin. Lucas does have sort of reliable kill moves though.
I think in many cases he's stuck relying on his f tilt, which has mediocre knockback.To me it seems like FSmash is his only reliable kill move. The DTilt jab lock helps, but Lucas's KO reliability seems like a con rather than a pro.
Played Kirin, still think Link is probably bottom tier. Or just group most of the bottom half of low tiers in one tier since they really aren't that different.I think like 90% of the people who say Link is bottom tier have never watched a good Link play.
That isn't to say Link is good, but he has a decent mix-up game and a better projectile game than Samus at least.
Though Link does often live to higher percentages, I wouldn't say it's particularly consistent. Link is fairly susceptible to getting gimped at low-to-mid percentages, whereas Samus definitely isn't. Moves that send opponents more-or-less horizontally will give Link much more trouble to deal with. While both characters can catch a ledge with Z-Air after getting sent straight horizontally, Samus's is faster and has more range, increasing the percent that she can live through such moves and giving her more moves that she can protect herself from (since DI'ing to go sideways might still put you slightly above the ledge area, which Link won't always be able to reach). That said, of course, Link is king when it comes to surviving vertically, though Samus is pretty heavy, at least.Reflex, I see your point regarding Samus's camping/annoy game, (Can I hear a ZAir anybody??) but I raise you the two points that, in the grand scheme of things, -Link lives longer than Samus, consistently. (weight, plus top player DI means Link living to 180% consistently,) and -Link has better reliable secondary kill moves than her (Fair, Bair, Dsmash, ETC),
Thanks this mad useful dog.Also: Lucas should scare you guys, he scares me. Have any of you played anybody on the level of Galeon or Pink Fresh? f***ing scary, way worse for me than playing a Snake, Falco, Diddy, Wario.
What you guys dont seem to get about Lucas's kill moves, hell, most characters' kill moves, (Marth/Meta/Snake in particular) is that even if you avoid those "reliable" bread-and-butter kill moves killing you, It's not like you're gonna live anyway.
Let me reiterate something that Junk taught me: All characters at high level play have their solid bread-and-butter kill moves/options. just some relevant character examples:
MetaKnight: Dsmash, Nair, UpB, Fsmash
Marth: Nair, Fsmash, UpB
Snake: Utilt, Ftilt, Bair
That doesn't mean that, once you get to kill percent, and you start playing "smartly and safely" that you're going to be able to just live to 200% every stock.... It means that the other player isn't going to put himself in laggy position by whiffing these attacks, instead, he's gonna kill you with his secondary moves once you get to the 120-150 range.
Secondary kill moves that are mad useful:
MetaKnight: Fsmash, Uair, Dair, Glide attack, Uthrow/Bthrow, Fair, half of the rest of his moveset.
Marth: Fair, Nair, Bair, UAir, Dsmash, half of the rest of his moveset.
Snake: Ftilt, Ftilt, Ftilt, Nades, Usmash, dash attack, More than half of the rest of his moveset.
And lo and behold, young theory crafter, if you have something to say in the realm of "Well a lot of these kill moves don't really kill well when they have expert-mode DI like most top players have"
Well, young one, These moves will still consistently put you in a bad position. See if Diddy's Bair or Fair doesn't kill you when you're at 140, You're still stuck trying to get to the ground safely while he has time to re-set his Nana tent and make your "landing lag" a living hell to deal with AND/OR force you to the ledge and set up a solid ledge-trap.
Do you see the point now guys, of discussing the futility of "reliable" kill moves? This isn't 2009, people are struggling and forcing to get their kills anymore, they either time you out or they hit you with a zoning move at 150 and you die due to the physics of the game.
Understanding this concept and knowing your characters' and your oponenets characters' options (when it comes time for killing) AND HOW to handle your character's zoning when you're in this situation, (chip damage ftw) Is one of the main things I think that seperates a lot of the mid-level players from the upper-middle players that are chipping away at the ceiling of higher level play.
Nah... with proper SDI, d-air won't combo into anything (even Rest) unless they trip. D-air is pretty easy to SDI.Can Jigglypuff still combo into utilt if the opponent SDIs dair properly? Barring a trip of course.
Bair is not a solid approach in anyway. After you've conditioned your opponent 48329279582 million times, it becomes an AMAZING mixup, the more I use it the more I love it. But it's not a consistent approach against the top tier characters, and it still doesnt have frame advantage despite it being safe.I mean I guess you can count that for against Thio though, I can safely approach and the retreat or just stuff the punish for my Bair.
ThisJigglypuff is better. Jigglypuff can actually avoid the things sent in her direction, can run away pretty well, has good potential in being unpredictable, and has a generally solid defensive game (as in, being in her shield, for instance).
I actually ragedjust to throw out another thing to put that guy who said nothing is positive on shield down, arrow loop is positive on shield.
ThisThere is also dair to utilt. Slightly delayed dair has more combo potential depending on when we land and when the last hit of dair hit someone.
Most of Jigglypuff's sourspot aerials can lead to an easy fair right afterwards.
Jigglypuff should be grabbing a lot, and should be using all of her aerials, so fair shouldn't be completely stale.
You also have to consider where Jigglypuff will be hitting the opponent. Killing from center stage is difficult but Jiggs has the capability to get hits near the edge/offstage.
Rest is not reliable.
Polt's Jiggs isn't that good, but he does have decent spacing.
Problem is, and I say this not trolling. Samus has options.. but they really don't matter.Link is bad, and I'm starting to think that Samus's projectile game is better, which is saying something, because Samus's projectiles aren't very good.
I wonder if Samus has some potential these days. I've been using her a lot. If the opponent doesn't have an obnoxious approaching game (like Diddy), her options really aren't that bad in general.
They're better than most would assume, though. While a slow fall speed is usually a problem, she has a combination of Down-B, airdodge -> Z-Air, and U-Air or F-Air to land safely often against most characters.Problem is, and I say this not trolling. Samus has options.. but they really don't matter.
They do, though. It's the rules.Nah man, top players live longer than regular tournament goers.
After MetaknightSo when are we banning wolf?
Just dont even get me started on how broke this character is.Shine invincible
aaaaaaaaa