Grim Tuesday
Smash Legend
I just thought I'd share this. I don't really get gradual increases in skill (cause I'm already really good at x, y and z, the things that hold me back the most are mistakes I don't realize I'm making), so it always feels good when I reach the next plateau in my Brawl game. Thought this might help get people creative with their own playstyles and ****
-I don't always need to have a hitbox out protecting me, the threat of a hitbox often does a better job
-down smash isn't as bad as I thought. Simply because it is her fastest smash and hits low, which isn't a place people usually worry about against Puff
-Have different playstyles and goals in match-ups, instead of just playing Jigglypuff w/ match-up specific gimmicks (for a while I was playing on the ground too often against Diddy, for example)
-Some characters can combo me, so stop DI'ing in in the air against Pikachu/ROB/etc...
-Stop air dodging to the ground, it is bad
-Puff's ground-game (dash-dancing and fox-trotting) mixed in with her air game makes baiting a lot easier in her harder match-ups (DK, Snake, G&W, etc...)
-Stop assuming that aerials will actually be safe on shield when I go deep
-Usmash is great to make reads with, especially near the ledge (it covers a lot of ledge options in some MUs, if you predict correctly)
-Look for situations where rollout can't be punished and use it (near the ledge where it will knock them off if they shield, in the air sometimes, etc...) and don't be afraid to use it only half-charged
-Pound's shield-damage allows for bursts of intelligent aggression after it is shielded, even if punished (as long as the punish isn't hard)
-Rest is amazing and I should use it more when I see long-lasting hitboxes like sex kicks, or when I know I can hit with it out of shield
-Using Pound to stay in the air longer is often a better alternative to using a jump, when it is safe
-Mix up the timing of ledge-hop aerials or I will get predicted and punished
-Don't feel like I have to recklessly approach, just because I don't have the stock lead
-Jab's speed sometimes makes it my most useful option, never forget about it in a pinch
-Likewise for ftilt
-Stop fishing for up tilt, it is too slow and lacks synergy with her playstyle to be used like that
-Nair's speed makes it work in situations where none of her other aerials do, spot these situations better
-Spot dodge and roll more, I've gone from overusing them to never using them
-I don't always need to have a hitbox out protecting me, the threat of a hitbox often does a better job
-down smash isn't as bad as I thought. Simply because it is her fastest smash and hits low, which isn't a place people usually worry about against Puff
-Have different playstyles and goals in match-ups, instead of just playing Jigglypuff w/ match-up specific gimmicks (for a while I was playing on the ground too often against Diddy, for example)
-Some characters can combo me, so stop DI'ing in in the air against Pikachu/ROB/etc...
-Stop air dodging to the ground, it is bad
-Puff's ground-game (dash-dancing and fox-trotting) mixed in with her air game makes baiting a lot easier in her harder match-ups (DK, Snake, G&W, etc...)
-Stop assuming that aerials will actually be safe on shield when I go deep
-Usmash is great to make reads with, especially near the ledge (it covers a lot of ledge options in some MUs, if you predict correctly)
-Look for situations where rollout can't be punished and use it (near the ledge where it will knock them off if they shield, in the air sometimes, etc...) and don't be afraid to use it only half-charged
-Pound's shield-damage allows for bursts of intelligent aggression after it is shielded, even if punished (as long as the punish isn't hard)
-Rest is amazing and I should use it more when I see long-lasting hitboxes like sex kicks, or when I know I can hit with it out of shield
-Using Pound to stay in the air longer is often a better alternative to using a jump, when it is safe
-Mix up the timing of ledge-hop aerials or I will get predicted and punished
-Don't feel like I have to recklessly approach, just because I don't have the stock lead
-Jab's speed sometimes makes it my most useful option, never forget about it in a pinch
-Likewise for ftilt
-Stop fishing for up tilt, it is too slow and lacks synergy with her playstyle to be used like that
-Nair's speed makes it work in situations where none of her other aerials do, spot these situations better
-Spot dodge and roll more, I've gone from overusing them to never using them