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thoughts on jiggs throw game

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
SO i'm just going to post what i saw in terms of possibilities in training mode..hopefully some of you can tell me how many of these are viable and how many are not.

First off dthrow does little to nothing..at low damages the fthrow would almost always be better and at high damages, you have to wd to follow up with no di and cannot follow with DI..so fthrow again is far better.

Fthrow on the other hand appears to chain to at least 30%...except if they are DIing up or up and in. in that case it looks liek you have no choice but to go for a fair combo..so i'm guessing in general you should just aim for fair combos

so my next question is whether upthrow should be used in place of fthrow or not...my thoughts so far would say no..unless you are running out of ground to chaingrab when they DI away.

BY the way, does anyone know whether you should be able to run and fair them or WD to fair combos when they di away? i know you can fsmash but i was doubtful as to whether you could catch up to them in time with the other things.


anyways, if you no longer have ground to punish them if they DI away or feel like you won't have enough room to fair combo long you can try upthrow...

if they don't di it at low damage, you can easily upair to uptilt to bair etc..or upair chain a couple probably...

If they DI in, either bair to fair chains or turn around to fair chains seem to work nice..

if they DI away...they go too high and far...so at best i would expect one or two aerials..and even those probably won't sweetspot or anything pretty.

anyways, does anyone know if upthrow has any use past like 20? i get the feeling it would wear out its usefulness quickly.
 

Retroking2000

Smash Master
Joined
Oct 30, 2006
Messages
3,577
Location
London , Silver Street
I think you answered some of your questions ;) but yeah wavedashing is slower than dashing but since you are neutral you have more options where as dashing you dont . i personally think that you should dash fair ,

you can prettymuch get uptilts and upairs since jigglypuff is floatly only if they dont DI

Fair chains would be better than Bairs

yeah mostly likely

not really the upthrow sends jigglypuff to high at a certain percentage stick mostly to fthrow
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
so basically ya i think you answered most of my questio; but am i messing up the fthrow chain? i thought marth had a fthrow chain on floaty but up/up-in seems to send jiggs too high to regrab
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
First off dthrow does little to nothing..at low damages the fthrow would almost always be better and at high damages, you have to wd to follow up with no di and cannot follow with DI..so fthrow again is far better.
I disagree. At medium percents d-throw to foward smash works with no DI and at high percents it works with no DI (requires a wavedash or pivot) and with foward DI. Now you're probably thinking, why don't they just DI away. The reason that this is rather easy to land is because it requires DI opposite to the f-throw to f-smash combo. The correct DI for one is the worst DI for the other, so mix it up and eventually you'll get them.


Fthrow on the other hand appears to chain to at least 30%...except if they are DIing up or up and in. in that case it looks liek you have no choice but to go for a fair combo..so i'm guessing in general you should just aim for fair combos
Doesn't work. Jiggs can DI down and away to avoid both the chainthrow and any possibility of fair combos. :(

so my next question is whether upthrow should be used in place of fthrow or not...my thoughts so far would say no..unless you are running out of ground to chaingrab when they DI away.
You can use upthrow just to get Jiggs above you and follow with uairs and just stay under Jiggs to look threatening. Eventually they'll DI off the stage to try to get back to level with you, but then you just edgeguard them with down tilts and f-tilts (not F-smash because it's just too laggy if you miss.)

BY the way, does anyone know whether you should be able to run and fair them or WD to fair combos when they di away? i know you can fsmash but i was doubtful as to whether you could catch up to them in time with the other things.
If they DI away and down then no, you can't follow them with fair combos. If they just DI away or away and up then yes, you can follow them with fairs.


anyways, if you no longer have ground to punish them if they DI away or feel like you won't have enough room to fair combo long you can try upthrow...
Or you can down throw and punish their bad DI with a f-smash.

if they don't di it at low damage, you can easily upair to uptilt to bair etc..or upair chain a couple probably...
That works I guess, but at low percents I'd rather get a quick f-throw to f-smash just to shake them up a bit.

If they DI in, either bair to fair chains or turn around to fair chains seem to work nice..

if they DI away...they go too high and far...so at best i would expect one or two aerials..and even those probably won't sweetspot or anything pretty.
You'd be suprised how many fairs you can chain on Jiggs at a low percent from a f-throw if they miss that DI. On a platform stage you can easily get 6 or 7 just by landing and dashing back at her. You out range her so even though she can move you still get more hits in.

anyways, does anyone know if upthrow has any use past like 20? i get the feeling it would wear out its usefulness quickly.
It's mostly just for positioning. Jiggs can't hit anyone who's below her, so if you just stay under the opponent you'll be able to put a lot of pressure on them to float off the stage.


Yay! My first wall of pain.

Lol.
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
if they di away and down can you still catch them with wd to fsmash before they tech? i never seem to see jiggs teching me..but maybe it doesn't work except at certain % or something
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
if they di away and down can you still catch them with wd to fsmash before they tech? i never seem to see jiggs teching me..but maybe it doesn't work except at certain % or something
If they make sure to DI away and down then they should be able to hit the ground from 0-70% or so, and afterwards they won't hit the ground, but they'll go so far that you have to wavedash to catch them and they can jump out of range at that point. However, Marth's throws are generally to fast to react to, so they'll have to guess which way you're going to throw them before the throw comes out. If you mix up D-throw and F-throw enough then you'll eventually catch them DI-ing the wrong way.
 

knightpraetor

Smash Champion
Joined
Oct 20, 2005
Messages
2,321
ok so i've gotten a lot better at this matchup..but i still want to know how long i can expect wd to fsmash to work..and what i should do once it doesn't..should i wavedash to uptilt...it seems to go too high for a fsmash at high damage...maybe i have to aerial at some point after f/dthrows.
anyways does anyone also know at what percentages you can follow up with fair chains against jiggs? does it always work as long as they don't DI?

anyways i know it's a pain to answer these so if no one wants to i'll check eventually..it's just in the match..while i switched up throws and got lots of fsmashes/WDfsmashes/fair chains..i don't really know when what works..so i know i missed quite a few throws by going for things that wouldn't hit at that percentage
 

FrostByte

Smash Lord
Joined
Nov 15, 2006
Messages
1,075
Location
London, England
You can chain Fairs on a stage with platforms until about 60-70%
When jiggs' % is too high to get anything from a grab, Over-B to Utilt. I don't think you should ever just utilt because jiggs is usually too close to the ground.
 

Mew2King

King of the Mews
Joined
Jul 18, 2002
Messages
11,263
Location
Cinnaminson (southwest NJ 5 min drive from Philly)
just up throw ping, up throw pound, or BACK THROW AT THE EDGE AND HIT THEM AGAIN



for marth VS puff, just do down throw F smash most of the time, and at higher %s do F throw into another move MOST of the time, and at really really high %s do up throw (like nearing 150-200 usually)
 
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