Novaseer
Smash Cadet
- Joined
- Jan 18, 2013
- Messages
- 43
Yeah, I play this match-up super lame. It's true that airdodge can put Marth's F-tilt at a disadvantage, but the Jigglypuff has to be precise with it, and depending on where she is in her jump the dodge will force her into 22 frames of landing lag. I'll also mix in short hop F-airs to keep Jiggly guessing on the correct distance to air dodge. Rolling won't give Jigglypuff an advantage against Marth's jab unless she rolls before the jab itself, in which case I feel it's my fault for using bad reactions. But just forcing Jiggs to rely on dodges puts Marth at the advantage and lets him predict with smash attacks.
Oh, and a note about jab. You have to hit with the tipper or else it's unsafe on shield or even hit at low percents. If you're uncomfortable doing that, you can use D-tilt instead against ground approaches, but it lets Jiggs shorthop aerial over it with things like D-air.
Oh, and a note about jab. You have to hit with the tipper or else it's unsafe on shield or even hit at low percents. If you're uncomfortable doing that, you can use D-tilt instead against ground approaches, but it lets Jiggs shorthop aerial over it with things like D-air.
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