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10charssssCP'ing what I wrote in Jiggs discussion with some revision:
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This matchup is haaaaard for Jigglypuff.
The most obvious thing going for Jiggs is that if Lucas gets off stage it's very likely Jiggs can take the stock, or at least tack on 40+%. Lucas has good recovery in that he can usually make it back to the stage, but against a character like Jiggs he's going to take a lot of damage for it. If he's at low percents you want to keep hitting him to force him to use PKT until you're in a position to hit the head and gimp. Dash attack is a good option to keep in mind if he's near the ledge - I've hit him out of tether before.
thing is, can jiggs get lucas offstage in the first place? and if lucas has his second jump, he can zapjump to gtfo. jiggs' aerials having lingering hitboxes may say otherwise, but this is all just theory so idk.
On the ground we get beat pretty hard, but that's nothing new. Good jab combo, fast f-tilt, etc. I don't know why people are giving d-smash so much mention though. If you're playing this matchup like you should (not aggressively, playing carefully and baiting), you shouldn't be running into d-smash. I'm more scared of f-smash tbh.
you should be.
dsmash is painfully slow, 6 frames slower than fsmash. only thing it would be good for is platform camping and for use near the edge of the stage, in both options there are better and less laggy moves to choose. f-smash can be used to punish landings, which - you gotta admit - jiggs will be doing a lot. so jiggs has to be much more careful with her aerials and try not to miss anything.
In the air I think it's actually fairly even. Lucas has good air speed (10th in the game), so although Jiggs still beats him in top air speed, the advantage is not as significant as in other matchups. Lucas also accelerates to his top air speed faster than Jiggs does. His f-air has more range than most of our aerials except possibly our b-air. His d-air also has deceptive range, and can autocancel out of a fullhop, making it very hard for us to punish. He also has a much faster fall speed, which when combined with that d-air gives him the vertical spacing advantage too.
i've always had the impression that our fair range is pretty pathetic, and the only edge it has over anything else is the fact that it's disjointed. our dair is mostly used for ground game, you shouldn't be seeing it much in the air unless we use it to fast fall to the ground as an anti-juggle.
Against Lucas, my killing move is almost always f-air... it's really the only reliable thing we have, outside of a dash attack or DACUS read. Lucas on the other hand has no trouble killing us - even f-tilt and f-air kill Jiggs at decent percents.
lucas also has a -lot- of attacks (read: any special, aerial or smash) which have huge endlag for you to punish with fsmash.
This is definitely a matchup that becomes a lot easier when you don't have to approach. He seems to always have an answer to any sort of approach we have. We also have to watch out for pivot grabs - the way Jiggs has to approach leaves her fairly susceptible to them.
i think that's because your approach is mainly short hop, throw out an aerial, hop, aerial, land which gets pretty predictable after some time. and yeah, pivotgrab > misspaced aerial approaches.
If we had to assign numbers I'd say 60:40 Lucas' favour.
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This was written for Jiggs players, not Lucas players, so it tends to focus more on what Lucas can do. Of course, if there's anything inaccurate in that post, correct me.
60:40
One character has clearly better tools in the matchup.
However, the other character does have responses him,
and the matchup is still winnable through outplaying the opponent
or out spacing his tools and countering with the weaker ones well placed.
i used to think that disjointed means that the move doesn't extend the character's hurtbox. jigg's aerials do, lucas' don't.I did have an "if" in my paragraph, and I probably should have said "if you can force Lucas to use PKT". If you get knocked far off stage I have no doubt you have enough unpredictability in your recovery to make it back safely. Things like grab release off the stage > n-air can put you in a bad position though, if it takes your double jump.
Umm...I'm not sure what you're trying to say. A move that's disjointed has good range basically by definition. I'm pretty sure your f-air has some gross range, but correct me if I'm wrong. And from what I've seen d-air is used a lot more than for "ground game".
Our f-smash will only kill you off a hard read. It has 15-frame startup, and if Lucas is throwing out those high-endlag moves at kill percent, he's doing it wrong. You have autocancelling aerials with a fast jab. Just don't throw out specials or smashes in neutral positions on-stage and you'll be fine? A big reason this matchup is so hard for Jiggs is that, unlike against some characters, Lucas doesn't need to land a smash off a read to kill Jiggs. He can stay perfectly safe and rack up damage, and then continue playing safe while f-tilt and f-air kill.
sup PF <3Gawd, I love T-Block right now.
Eh... my opinion reflects the Jiggs boards' opinion of this matchup fairly well, so you're not missing much. Maniclysane (namesearch?) has some different ideas about this matchup, if you want to drag him in here to give input, but those ideas were kinda shot down by both sides. Or you can tell TOKAIO to stop being so lazy and post.Alrighty =p and who wouldn't like T-block ;D
btw i'm pretty sure this is about as much help we are gonna get from the MU. (Me and Tblock for jigglies ;3c) unless by miracle more happens![]()
Nah, disjointed just means the hitbox extends beyond your character's hurtbox. That means disjointed moves tend to be a lot safer.i used to think that disjointed means that the move doesn't extend the character's hurtbox. jigg's aerials do, lucas' don't.
our fsmash is 14-frame, only one less than yours, just for information's sake.
lol wut? You can't kill anyone on any stage with PKT at that percent unless they have no idea what DI is.but on brinstar you can kill jiggs at like 50-60% with PKT
*double-slap* That's for both Delfino AND Brinstar. Jiggly does great on those two however we do well on both. Those are good CPs for a fun match tho!Ban RC, CP Delfino/Binstar.
but on brinstar you can kill jiggs at like 50-60% with PKT
^This ;Dlol wut? You can't kill anyone on any stage with PKT at that percent unless they have no idea what DI is.
Taking Jiggly to FD for us is a good plus. I would say stick to neutralish areas. FD, SV, and CS. I actually like FO but you're right on Jiggz does better there. I just do not like taking Jiggs to Brinstar because that stage works really well for her but it also does for us as well. Jiggs can control the air on the stage and since it is small we can't necessarily camp her as well as say on FD. However it is Lucas' best stage so in the end on that stage it will have to go to the better player or who knows how to really be mean on that stage. >;3From what I understand, we tend to like the same stages. As Jiggs, I might CP Frigate, or I might just go to your bad stages like YI or Lylat. Brinstar is one of Jiggs' best stages, but I don't see it working all that well against Lucas.
Take Jiggs to FD or Japes? I really hate fighting Lucas on FD lol
I would have to agree with this. Japes would end up being a campfest however i don't mind camping anymore ^^" it's really fun.I wouldn't take Jiggz to Japes.
It'd probably end up being a campfest.
Comments in hot pink x3^
I would go Delfino because
I can kill her earlier (she can too but oh well) = point becomes moot really =/
Don't have to worry about offstage much = You have to worry about her offstage no matter where you are. =x
We have better water options = she can still be a pest in the water
Only thing you really have to worry about is sharking, but thats not that big of a deal. *Sharking is annoying and can be a big deal when it is getting close to a time-out*
No, I mean if Jiggz gets a lead on Japes she's going to run from you the rest of the match.
Aaaaaah alright I see what your saying then yea she would be a pain here >_>
Also, I would strike Lylat over BF (if Lylat's a starter), and PS1 > PS2
Of course Lylat>BF for striking if it is a starter but I was only using the 4 major starters due to that is how we have done every other MU.
Also PS2>PS1 100x imo though =p
You "idk know"?^
Yeah, I think we kinda realized that a long time ago ._.
and yeah, idk know about CPs in this MU. Just go whatever stage your confortable with.
inb4SonicMaster5inb4speed.
I disagree.Kai > Speed
I disagree.
after watching espy vs shaky, and knowing the same thing can be done to us with the ******** grab release.