punishing missed rest
there are actually a lot of different ways to punish a missed rest depending on percent and if there is a platform blocking you from doing a turnip set up
Got some.
If jiggs is at 0% the best combo i could think pull off (true combo in training mode) was a dtilt fc uair nair for 38%. For this one u dont even need to worry about platforms. However, after jiggs gets over 0% this becomes almost impossible =/
Most realistic damage i could tack on-
(JFox combo?)
Stand right next to jiggs. Pull a turnip and hard throw it straight up. Pull another turnip and hold onto it. Then to a dair right above jiggs head. What should happen is during the 4 hits of the dair, the first turnip u throw up will fall and hit jiggs, but she will still be stuck in your dair. Finish the dair to fc nair combo, still with the second turnip in hand. (optional) after the fc Nair hard throw the second turnip as jiggs is flying away. Then try to connect a dash attack after the second turnip hit.
A few things to know- If there is a platform overhead, obviously the first turnip wont hit cuz it will hit the platform, so that means you lose ~7% in the combo. You can still do it, but just know it wont be as good.
Also, everything before the "optional" part will actually combo if done correctly. I did the first half of the combo with a stitch face and it still counted all 6 hits in training mode (56% combo), so the turnip will not knock them out of the dair if done correctly. After the nair though, the rest is just an attempt to tack on more damage if the opponent is not careful. The second turnip doesnt truly combo, and landing it is impossible if they arent at low percent, but it never hurts to have a turnip in hand regardless so always pull that second turnip.
Dair to Nair- ~20%
The first half of that combo- (Dair, turnip, nair) will do ~28% with a smiley turnip (the weakest kind of turnip). It can also be done at any (practical) percent.
Full "combo"- ~44% total.
Edit: some other things- turnip throw upwards, charged dsmash. 3 hits for ~32% (weak turnip). (Note the one above is guaranteed to do only 4% less, and has a chance of doing way more...)
Fast FC nairs- Nair nair nair at low percent doesnt truly combo (i can only get two of them to combo
), but its not easy to get out of. Does ~38%.
Also, sweetspotted golf club as a kill move isnt that good, def not worth the trouble. Probably about the same power as charged dsmash.
Lastly, upsmash on sleeping jiggs is impossible to sweetspot. All you can get is that lousy weak hit.