This sums up the way I think about it, but it gets at what is really worth noting here. Match-ups are not about tournament results. They are about the options each character has, and what of those options are completely shut down, or amplified in efficiency by, the other character's options or lack thereof.Armada needed to have Hungrybox approach him to make things easier. This was his main problem at Apex2. Projectiles force approaches. This is something Peach turnips couldn't provide him, something Falco lasers wouldn't provide because Hungrybox is a top Puff player who is adept at limiting their influence to the game. However, Young Link has greater versatility when it comes to his projectile game as he can throw not only one but two projectiles, but much more importantly, in all directions. That allows Armada to set up an efficient camping tactic to rack up as much damage as possible on Hungrybox, constantly predicting all his movements and trajectory. Young Link being a small target, it was also very complicated for Puff to hit him and get a few rests. And to top it all, Armada had the brilliant idea of using bomb to dair as an extremely efficient kill setup. Dair really kills Jigglypuff insanely early.
Armada planned every single part of this, and managed to apply it perfectly.
He is truly a genius.
Young Link has projectile options at pretty much every angle between straight up and straight down. Combining this with his mobility, he really has one of the strongest pure zoning games in Melee, and it limits a lot of Jiggs' zoning options. Jiggs can't just space a full jump bair against Young Link, because he has to avoid the boomerang, and if he manages that, he can't punish standing too close by ff bairing because of the bomb. This is a set-up Armada used a lot, and Hbox didn't have enough speed up and down to punish Armada for running away when Hbox managed to close the gap.
Now, it's possible that Jiggs has options to beat Y. Link's zone, but Hbox didn't display any, and Armada is (understandably) demurring. As far as the match-up goes, Y. Link's options appear to negate a lot of Jiggs' options. Ergo, the match-up is pretty good for Y. Link. I don't know enough about either character to say for sure, but all I've seen anyone offer is empty naysaying rather than real options that Jiggs has against Y. Link.
It's also worth noting that based on understanding of the game, match-ups can and do change. Early on in the lifespan of BB:CS1, it was thought Hazama had a bad match-up with Hakumen, because the latter could cancel out any of the former's pokes and turn them into a large hitbox to frustrate approaches. But then, as Hazama players discovered new mobility options for Hazama and the openings in Hakumen's pressure became better understood, the match-up was seen as much closer to even. So there's no reason that the match-up can't be a soft counter until some option for Jiggs is figured out.