This is not really true. She has the best recovery in the game. Most puffs don't utilize some techniques but if you do she does fine below the stage. I just sweetspot sing both horizontally and vertically at the same time... just test it, its ridiculous how low and far away you can grab it, and you use the momentum of ur jump into the sweetspot grab so its very quick and will mess up people's timings a lot. Of course this is scary for puff because if she is too far she will just sing and die, but i practice it a lot and don't tend to do full distance and i still grab it and rarely get hit by moves that hit under the stage. Also, the only time i get hit is when i just float down to the ledge cuz im lazy and don't feel like going high (which is all the ****ing time)... but when i really feel like winning, i just di up when i get hit offstage and using rising pounds up really high, out of range of any ****ing moves top tiers have then just move on to the following... which i will address later since its another one of your points.
I agree that she has the best recovery in the game. That wasn't my point. What I was trying to say is that even with the best recovery in the game, she can still be manipulated and trapped into poor positions, causing her to eat damage. Effectively, that means that one of her biggest strengths can be
mitigated.
The sing sweetspot is something I wish more Puffs would do, I agree. But its not infallible. The angles she has to take to get near the ledge are danger zones; she has to either hug the wall or come in diagonally, and just about every high tier can do something to prevent that type of approach.
DIing up is a valid point, but ultimately thats still a positional disadvantage. Besides, she cannot always DI up and stall (or at least without giving up a lot of jumps); some moves simply don't have the knockback, and stages with side platforms allow the opponent to simply move their wall one elevator level up.
Ya, she's really bad when above people, but so is everyone in the cast. I actually think she has a better time getting down that a lot of other characters, you just have to be patient. So like i was saying above when i was talking about recovering, what you want to do is use a lot of your jumps and juke people out horizontally... don't be afraid to land quickly on the top platform to regain jumps and continue to "stall" waiting for your opponent to misspace. Your opponent will need to get on the platforms if they want to have any hope of hitting you, and its much harder for them to move about the platforms smoothly while following your di than it is for you to just move in the air horizontally... then the second you catch them misspaced, you can start falling away from them or nair on their head and weave out or something super safe that will get you on the ground. This is actually pretty easy in practice... marth is kinda harder than most characters because of his range, but i am just speaking generallly. Also... if you get hit, OH NO, you take 10% or something and get another chance to juke them, it's really not terribly bad.
Ya, a character like ylink can sorta abuse this pretty badly and i think the fact that jiggs even has to worry about ylink (im not saying ylink wins) is pretty crazy if you think about it. For someone that a lot of people are putting as third best its pretty crazy that she actually has to figure out how to beat a mid/low? tier.
I was more talking about how her hitboxes & general floatiness ruin potential angles of attack that other characters have at their disposal, but my point about when she is above you is that she can be put into positional disadvantage for very, very extended periods of time and she has a hard time flipping them. Her slow fallspeed lets just about any character set up traps for her; there is rarely a time where she touches ground before an opponent has a chance to "get there" (which is the opposite of what she has to deal with; how often does a Puff get a bair, the opponent ground techs away, and Puff cant follow?)
I agree that Puffs jumps and aerial mobility give her a lot of options, but her fallspeed gives her opponent multiple opportunities. And though you say "oh one utilt no big deal," that one utilt can often lead to 3 uairs and then death cause Puff never regained her footing. Every character is bad under them, but Puff has to deal with it for longer and for more iterations per hit.
The issue here is that only fox can kill her at those ridiculous percents. A 0-death is still very uncommon on her wtf??? Falco and Marth doing 0-60 actually doesn't mean ****... they both are terrible at killing her, if they could kill her at a reasonable percent they would have great matchups vs jiggs (thats why a lot of people suggest marth can win with proper use of pivots to get tipper fsmashes, which i can agree with). Falco can rack up damage easily vs her, but then you're at 10% and they're at 160% and you get pound-jab reset- rested lol.
But this issue is HUGE vs fox as he can get decent combos and rack up damage quick and then kill her early as ****, especially on stages like yoshis and pokemon stadium.
Plenty of characters can kill her at ridiculous %s. Ganondorf is a pretty strong dude. ICs smash attacks, Doc fair, Falcon knee...she dies early sometimes. It happens. It sucks. But even the characters that are notoriously bad at killing (Marth!) can kill her much earlier than they would others with reliable, and easy-to-land hitboxes (killing at 140 with a uair)
But again, I wasn't trying to say Puff is combo food. I just said her combo resistance isn't all its cracked up to be. One of her strengths can be
mitigated with proper Puff-specific combos.