Gotta get Ryu off the stage to gimp him.
How does Kirby do that?
In neutral risk vs reward favors Ryu so much its near comical.
Haven't been through the MU yet myself, but that risk/reward comparison is hilariously one-sided towards Ryu (thanks based T.Shoryu and such).
Anyways, a couple of things before I actually do my analysis over the Kirby v. Jiggs MU: the Duck Hunt and Pac-Man MUs will end tomorrow, and there will be a poll on which characters to re-evaluate. I'll get to making that later, since college started for me.
Well, without further ado: my analysis on the
vs
MU without customs.
Pros
+ Kirby has MUCH more knockback, so easier time KOing
+ Kirby has more reward off of a grab than Jigglypuff
+ Kirby outranges Jigglypuff by a fair margin, has better ground game
+ With F-Smash and such, Kirby usually wins trades with SHing aerials from Jiggs
+ The KO confirms Kirby has work wonders thanks to Jigglypuff's hitstun animations
Cons
- Jigglypuff has much more aerial mobility and can chase Kirby down by floating there
- Jigglypuff's lightweight and floatiness allow her to be hard to combo
- Jigglypuff's aerials beat our aerials (unless she's above Kirby, then U-Air > Jigg's D-Air)
- Jigglypuff can pressure us almost seamlessly with SH F-Air and N-Air thanks to their active frames
- Jigglypuff has two mean moves on the ground with Dash Attack and Rest, both of which can punish even the slightest of mistakes and get rid of stocks
Copy Ability
Considering Jigglypuff is an aerial fighter, Rollout is useless. One of the worst Copy Abilities in relation to the MU. Don't do it.
Specials
Hammer Flip does good in outranging the aerials of Jigglypuff, but because of the ending frames on it, it'll likely lead to a Rest, which can equal a lost stock. I suggest only using it if you are confident enough.
Final Cutter is surprisingly useful in this MU. The projectile of the move does cover SHs and because of it, can stuff Jigglypuff from afar. It is also very useful in trying to punish a drop-to-attack approach back onto stage. If Jigglypuff tries to drop-and-attack from off the ledge, you can time it to where you can get the meteor and almost certainly take over a stock if they do not DI inwards and tech, no matter the % since the meteor smash from FC has set KB. Be careful, as using FC too much can lead to getting read and Rested, which pretty much is a stock thanks to Kirby's light weight. Consider FC as an option in some scenarios.
Stone is BAD onstage, as it leads to a free Rest almost every time. Stone offstage is not too good either...so I only use it when I can catch "greed" against Jigglypuff. Use sparingly.
Comments
This is a very weird MU. Our footsies and combo game are really shot down thanks to how aerially mobile and floaty Jigglypuff is. Trying to anti-air Jigglypuff is a dangerous thing for Kirby's part, so the best way to put it, at least from my part, is making the MU a game of trades. Going for trades on her SH F-Airs and N-Airs are better than trying to anti-air. Part of it has to do with how Kirby's moves extend his hurtbox. With how long Jigglypuff's aerials are active, she can simply weave in and out of possibly anti-air attempts and punish Kirby easily. The reason why her aerials stuff ours is this exact reason: Kirby's aerials extend his hurtbox (as well as some of them being faster than our entire aerial set).
Kirby has to stay on the ground at all costs in this MU, as his abilities on the ground are really good, but is aerially outclassed by Jigglypuff. Jigglypuff is not the best ground fighter, but she has a ridiculous DA that can bypass even our smashes and KO us, so knowing when to anticipate that is paramount here. Her grounded moves also have quite a bit of active frames, as well. Catching Jigglypuff with D-Tilt when it trips is amazing in this MU, as Jigglypuff doesn't slide back too much and she is incredibly light, meaning D-Tilt to F-Smash can and will kill her if she gets too sloppy on the brief ground combat.
In terms of the trades, your best bet is to punish with F-Smash angled upwards, which is pretty consistent with trading against Jigglypuff's SH F-Air. Be wary, though, as B-Air can wind up KOing us as well as our F-Smash hitting her. Also, do not be afraid to run at Jigglypuff during her SHs, as you can run under her and punish with U-Smash at times, which can KO very early thanks to being the lightest character. Overall, go for trades or risky anti-airs when she uses SH approaches, and use Kirby's awesome ground abilities when she has (briefly) landed for some ground game.
This MU, imo, is 45:55 in
's favor. Her aerial mobility and long-lasting moves are a pain to someone like Kirby, who has problems approaching; however, his power, ground speed, and range can make the MU into a game of trades, which Kirby can win. It all comes down to who makes the most out of each move, so it is approximately even-ish.