PIT_IS_BACK
10-08-2006, 02:38 PM
People are out to get poor little Purin =(
here are some strategies people will you against her!
If theres anything u can add, gimme and i'll edit it in!
Strategies of:
Captain Falcon
Zelda
Doc
Falco
Fox
G&W
Gannon
Kirby
Link
Pikachu
By: AngeloBangelo
Captain Falcon
Jiggs - This is a pretty annoying matchup, but that doesn't mean it's not winnable. You'll want to approach Jiggs from above and below. Do this by staying on the ground and DDing... When they start WoPing, dash grab - Dthrow - Uair/Nair. When approaching from above, Dair is awesome. Just be sure to combo it into something after she pops up. 50% damage is the optimal time to knee because it will kill her, but she won't fly ridiculously far when she's stomped or Forward B'ed. It's VERY easy to set up with a Dthrow around that percent. Try to kill at that time or the percent will get so high that you will have a hard time comboing her. Just keep taking her out at 50% with a Dthrow - Knee and don't use Knee (By itself), or Bair (Unless you're sure about not being WoPed) and this isn't too tough. A final thing to mention is DO NOT edgeguard her. Don't... Don't do it. Jiggs will Forward-B you, Bair, and edgehog. Just let her back on, or maybe try to sneak an attack in if she's already used her Forward-B and you can sneak on in. Just be careful though. You never want to be off of the level vs Jiggs because of your horrible recovery. If you are already off of the level, just be sure to drop as far as you can and still be able to make the Up B or you're going to get Baired across the abyss.
By: DaRkNeSsOfHeArT
Zelda
This little gal gives most charcter's alot of trouble, even Zelda
and her amazing fair/bair. Jiggs has the best aerial game in the game, so stay on the ground. If she starts doing the Wall of Pain (WoP), the key is not to try and out prioritize her, but to attack her in between her attacks. Since she's really floaty, down throw to fair/bair is a good option. If you cannot escape the WoP, then turn into Sheik and use da bairs. She can recover from extremly long distances, though, but the key is patience. And NEVER let Jiggs get a Screw Attack, and try to keep your distance from her because of the powerful rest; though if she misses, she's a sitting duck for a forward smash or a fair.
The rest is a powerful tool, and she's got several ways to execute it. Usually it'll be Pound, drift back into rest. If they miss it, always kick, as they can crouch out of fsmash.
Just like Peach and Samus, either go for a vertical Ko with the uair or just an all-out power KO. And like Kirby, strike before them to avoid their priority.
By: Cyphus
Doc
Jigglypuff-Although her range is pitiful, decent spacing is a must when pilling against Jigs. Her B.air and F.air both easily jump into pills and attack you through them. She easily maneuvers over, under, and through them quickly so as she approaches you may want to turn around. Your B.air will be your best friend against Jigs. Take full advantage of its reach by SHing with it and being creative in how its used with WDing to cover distance and followup easier. UpTilt works well to exchange hits with her SH approaches and occasoinal Pound. If she shows pattern of tipping with her F.air/B.air at your shield and leaning away immediately, your cape works great in forcing her to mix things up. Anticipated offenses can be met with a Sexkick or F.Tilt interception. Jigs is very feint-oriented though, and because of her small size, can easily skim away from attack barely and punish quickly...so if you can afford to play more defensive it can benefit (since Doc has crappy reach as well). UpBed, can be situationally effective in picking her off, if she floats too close above you. be sure to fall through any platforms afterward.
Since she is almost entirely aerial and leans away with her attacks, grabbing her is incredibly difficult. You won't be missing much, since she can't be comboed well, but if you can grab her at 70%, a D.throw to F.air is the best feeling in the world! A well placed dash jump-canceled UpSmash at 90% is also a clean KO, if you can pull it off as she attacks from above. If you get grabbed, watch out for her fast F.Throw by a ledge. Other than that, just keep away from her in the air as she pursues you. If you get juggled by her UpAirs, DI away, DJ out and use your D.air to cover your return or bust out the Sex if you have that tiny opportunity to break her combo.
The edge is where Jigs really dominates Doc, though. Unless she is below the level, Jigs can't be edgeguarded. It takes at least 3 B.airs, all at different moments as she approaches the edge, to guard successfully. If she's at very high damage a flying, early-activated sex kick can be hard for her to avoid, especially if you aim slightly high and fast fall it (timed to hit her when it is at its highest strength). While edgeguarding, be careful not to get sucked into her Pound, since it reverses the roles of who is recovering and who is edgeguarding, which in this particular matchup...Wall-of-Pain = death on doc. nuff said. DIng upward to reduce your distance from her F.airs does not help! It only aids in allowing her sooner F.air followups. DI away with the attack to increase your distance from Jigs- even if it means going off the level. The longer time it takes Jigs to hit you again, the more likely you will be able to UpB immediately before and save yourself!
Don't underestimate Rollout. If you have alot of distance from her as its being charged, approach from the air and land in front of Jigs using your cape, so that if she releases that moment or any moment later...she at shoots in a safer direction. Its not worth taking chances, making a mistake and dying at 50%. If Jigs happens to miss a rest, you are very lucky! Instead of just charging a F.Smash...Cape her as many times as you can first, since this won't wake her up. After 3 or 4 capes (42% is nothing to sneeze at!) C-stick F.Smash her for the win!
If your knocked away from the level, remember to air dodge behind her when meeting her in air, then risk 1 hit (that turns into alot) or even UpB right before you get in her face(even if you're very high) to push her away, so you can afterward fastfall to the ground, since her floatyness prevents her to catch up. If your recovery takes longer than 1 second, Jigs is going to pursue you off the level and sink you with her F.air. UpAir with your DJ to protect it, and UpB soon as you can hit her. From heights, a D.air works well to outreach her and increase your chances of a safe landing. Puff is resistant to alot of doc's strong points: combos, edgeguarding, and spam, so if you're not used to fighting Jigs this can be a very hard match.
By: bornfidelity.com
Falco
He is teh_*****. Because whores are cheap and pink. If you've ever played a decent Jigglypuff, you know to DI his uthrow like anything, KO him vertically on stages with far blastlines, not to roll into him, not to upsmash him after a missed rest on low %, be aware of how he can float everywhere avoiding your moves due to his floatyness and watch out for Wall of Pain and Pound. General tactics:
- Tilt him. It's one of your few defenses against his annoying aerial play. Jpuff wants to attack your shield and float back out of grabbing range - a lot. So ftilt to keep him away. He's coming from above? Utilt. Utilt is sometimes highly underestimated and can eat through virtually anything, including a pink puffball coming from above.
Use dtilt lots. It's got good range, and KO's the way you should KO puff on most stages; up, up, and further up! Especially on stages like Dreamland 64 KO'ing puff is a real pain, because he can recover from about anywhere (five jumps + five (rising) pounds = insane). Dtilt could connect after you CC a bair or pound.
- Use SHL to force him higher into the air. If he's too high to hit you with bair, that's in your favor.
- Bair. Your bair is one of the best moves in the game and no balloon is changing that. Versus Jpuff, you bair is dominating the sky. Also remember, that although strong, puff's pound and bair are not disjointed, so you could trade hits with nair to throw him off.
- Avoid rest. Seriously. Fastfallers get raped by rest-combos, the worst of which is uthrow to rest - you should really Smash DI puff's uthrow either to the left or right or you will die. Another thing puffs like to do is CC to rest. So watch out for it. Jiggly can also utilt you to rest if you are behind him. Or predict where you'll roll/techroll and rest you there. Or rest you after you tried to upsmash him after a missed rest on low % (DO NOT DO THIS). For more information, check this match. Laugh your *** of to my first match vs a Jigglypuff in six months :P
- Be warned for WoP. WD out of shield is important here; he hits your shield, floats backwards - if you WD backwards out of shield then, there's a fair distance created between the two of you and you are out of immediate danger. SHL anyone?
By: CunningKitsune
Fox
Jigglypuff may not be the most common of tournament characters, but she never-
theless packs her fair share of power when wielded correctly. With proper
spacing and timing, her characteristic "wall of pain" and powerful, high-
priority aerial game can allow her to hold some degree of control over the
match. In addition, Jigglypuff can very easily take advantage of your recovery,
dragging you down to your death with neutral-aerials or simply batting you away
with a well-placed back-aerial. The smart Fox player also must not entirely
discount Jigglypuff's arsenal of Rest combos, which severely punish you for any
botched spacing, missed shuffles or L-cancels, predictable techs, or missed DI.
These facts may seem to paint a grim picture of this match-up; indeed, many
players persist in the notion that Jigglypuff is in some way a suitable counter
to Fox. At low-level play, you may find yourself falling victim to Jigglypuff's
simple up-throw-to-Rest "space animal slayer," as well as her aforementioned
ability to cheap out recoveries; however, at higher levels (especially in terms
of technical ability), you will find that you can make life very difficult for
Jigglypuff with a more defensive, precise style and your customary shines from
aerials.
Ground play against Jigglypuff can become somewhat unnerving at times. You will
need to exercise a bit of patience in this match-up; running head-long into her
spaced back-aerial "wall of pain" is not the wisest of decisions and will allow
your opponent to tack on easy damage that you otherwise could have avoided with
some simple thought. Keep just enough distance between yourself and the enemy
Jigglypuff so that you are out of range of her wall of pain and still have the
proximity to run in and punish when appropriate. Admittedly, this is often not
the easiest of tasks; the speed and range of properly-spaced back-aerials can
make your advance tricky, and you very well may underestimate Jigglypuff's
horizontal movement. Should a back-aerial connect with your shield, you should
resist the temptation to shield-grab automatically; correct spacing will see
that your hand grabs nothing but air as your opponent moves away, setting you
up for another quick back-aerial. Of course, if you sense consistently bad
spacing on your foe's part, take advantage with a grab or, preferably, an up-
smash out of your shield, an extremely useful punisher in this match-up. If you
do land a grab, rely on your usual up-throw to up-aerial at lower percents; at
this time, you can catch the Jigglypuff with your aerial and perhaps land a
lethal blow (watch for attempts to DI your up-aerial upward so that your more
powerful kick misses). Grabs lose their effectiveness at higher percents here
because of Jigglypuff's floatiness, although you can of course try a down-
throw to a tech-chase to an up-smash, if you so desire. At these percents, you
can try to connect with a falling up-aerial or a neutral- or back-aerial to
finish the job. However, it is important that you do not allow your opponent to
reach the higher percents on a consistent basis; doing so makes it difficult to
land your killing blow, especially if proper spacing and shield-play disallow
use of your jump-canceled and from-shield up-smash.
Yet again, words alone can really only do so much for this portion of the
match-up; you will need to be able to pick up on and take advantage of the
timing and range of Jigglypuff's wall of pain, perhaps facilitating mistakes in
spacing by running in and holding up your shield from time to time, which may
very well allow you to score an up-smash from shield. If you happen to be
caught in your shield, you can break out with a simple jump to an aerial of
your choice (preferably a falling up-aerial or a down-aerial) to put the
pressure back on Jigglypuff. Should you land a down-aerial or a low-percent
neutral-aerial, Jab afterwards instead of shining on instinct and follow up
with a jump-canceled up-smash; you will find this jab-to-up-smash sequence to
be very useful in setting up your opponent for lethal blows. You can also take
advantage of human reaction times and attempt a down-aerial into a grab from
time to time.
Overall, your style for this match-up should be defensive. Lure your opponent
in with blaster fire and focus on landing a lead-in Jab or shine to a tech-
chasing up-smash at the middle percents. Both sides of this match-up thrive
on low-percent kills, you with your vertical kill mechanisms and Jigglypuff
with her various Rest lead-ins, and as such you should take care not to pour
the blaster fire on too heavily lest you make your opponent exceedingly
difficult to finish. If you choose to be aggressive, make certain that you are
well-versed in your shuffling, fast-falling, L-canceling, and follow-up shines
as a low-percent grab when coupled with missed DI could spell a lost stock for
you. You can fight Jigglypuff's aerial game quite effectively with your back-
aerial, but her greater aerial maneuverability could allow her to space out
your aerial and retaliate as she sees fit. If you happen to run into a shield
in some manner (usually from a foiled jump-canceled up-smash), you should al-
ways remember to hold left or right to DI your opponent's up-throw as soon as
you can; you can hardly allow Jigglypuff to land easy kills with something
solved by simple DI. If you miss this DI, you can of course always DI the Rest
itself with upwards-against DI to minimize the horizontal knockback length of
the move. Take care not to DI up too much, however, as you may find yourself
being killed vertically instead of actually surviving the Rest. If you can sur-
vive this Rest, your stock should be largely secure for some time provided
that edge-play with Jigglypuff does not lead to a cheaped-out recovery; also be
wary of running head-on into your opponent's methodical wall of pain (remember
that patience is your friend in this match-up as well as many others).
Other than Jigglypuff's wall of pain, her aforementioned Rest also factors in
as an integral part of her game plan against you as a fast-falling space
animal. Note that her up-throw is far from her only method of setting up a
Rest. She can also lead in with an up-tilt from an aerial or from ground-based
spacing via wavedashes; a properly L-canceled down-aerial; a neutral-aerial; a
falling up-aerial; a crouch-cancel (all the more reason to remove dash attacks
from your moveset); a crouched grab; and from platform-based tech-following,
among others. This last method is of particular interest as far as stages are
concerned. You must take care on platform stages not to be predictable on your
get-up should you land on a platform; it is no great task for your opponent to
float to your level and land a Rest off your tech-roll or in-place tech on a
platform, in which case you should do your best to DI the Rest itself as
appropriate.
Also be wary of attempting to take on Jigglypuff around edges. Her innate
floatiness allows her to reach out from the ledge with a neutral-aerial and
then weave back to grab the ledge again, safely out of your range and further
protected by a few invincibility frames. She can also Sing-cancel from the
ledge by cutting off her Sing animation with a ledge grab, sending you to sleep
close enough to land an easy Rest at the stage's edge. You can hardly afford to
make such careless mistakes in this match-up and still expect to triumph. As
such, take care not to be lured into edge-play with the opposing Jigglypuff;
rather, always force your enemy to you with blaster fire and more than a little
patience, remembering to focus the action of the fight largely in the center of
the stage, especially at low percents where Rests can still easily claim
stocks (you will need that extra space on either side to capitalize on your
DI). If your opponent is prone to Pounding from the ledge, see if you can
punish him or her with an up-smash from your shield (note that many players
also attempt to Pound out of their aerial "tumbling" animation in an effort to
catch you off-guard; they should meet the same fate for their predictability).
Jigglypuff's floatiness, aerial maneuverability, and corresponding options from
the ledge make edge-guarding her a chore. An opponent who knows how to DI will
not die horizontally very often with Jigglypuff, so your primary focus should
again be vertical kills via up-throw, tech-follow, or Jab set-ups, among
others. The shine-spike is largely impractical in this match-up, although it is
entirely possible to land enough off-stage shines (returning to the stage each
time) so as to exhaust Jigglypuff's jumps; keep in mind, however, her rising
Pound. Jigglypuff, on the other hand, can edge-guard you quite well if she
chooses to remain on-stage; her down- and forward-smashes are particularly
effective in this regard. However, experienced players will largely forego this
method of edge-guarding and instead go right off-stage and exploit your re-
covery as much as possible. Your Illusion and Firefox start-ups will meet with
back-aerials or a series of descending neutral-aerials to drag you too far down
to recover. Again, remember the vulnerability of your recovery to Jigglypuff's
aerial play and take care not to hand over stocks with thoughtless attempts to
fight her on the edge.
Stage selection for Fox vs. Jigglypuff follows the usual thought process; she
does not want to die vertically while you want to kill vertically. As such,
expect to be taken to such locales as Jungle Japes, Dream Land 64, and Kongo
Jungle 64, all infamous for their ceilings. Mute City is also a favorite
Jigglypuff counter-stage as the City's unique structure allows her to make the
most of her aerial options and maneuverability. Your counter-choices should in-
clude Yoshi's Story, Corneria, Onett, and Yoshi's Island (Rests on these last
two choices should be DI'ed more horizontally and less vertically to avoid
falling victim yourself to low ceilings).
By: footnbaseball
G&W
she shouldnt be able to set you up easily for a rest, so just watch out for that. If shes wall of paining, use fair or bair or key to break her out of it.
By: Thomas Tipman
Gannon
Ganon Vs Jiggypuff
------------------------------------------------------------------------------------
Ganon
+Mobility
+Power
+Range
+Weight
+/Evasive tactics
-/Speed
-/Edge guarding
-/Lag
-Air mobility
-Recovery
Jigglypuff
+Air mobility
+Recovery
+Edge guarding
+/Lag
+/Evasive tactics
+/Speed
-/Range
-Mobility
-Power
-Weight
___________________
Strategical advantages
Ganon
*Properly placed uairs can hit in an angle good for an anti WoP.
*Dtilt and ftilt help maintain space between Jigglypuff and Ganon.
*Pivoting Fsmashes are a great counter for a whiffed pound.
*Pivoting Ftilts can be great for retaliating against shortly retreated bairs.
Stage CounterPicks
Jigglypuff
*WoP can combo Ganon 4-5 hits off the stage.
*Utilt/uair + rest can equal a deadly combo that Ganon isn't immune to (bair to uair is an other dangerous rest set up).
*Jigglypuff can crouch out of Ganons grab range.
By: nitro-blazer
Kirby
Difficulty: Hard
Watch out for: Rest Combo's
Jiggly is hard. She is extremely diffucult to Combo at times because of her flaotiness and lightweight. Her Aerials may overwhelm you, an her recovery keeps her coming back no matter how far you send her out.
Kirby may be easy or Hard to Rest. He is rather short, forcing Jiggly closer to the ground, but he is rather fat. Her WoP is extremely effective, her Aerial Mobility is amazing, and it can be nearly impossible to chase her down with aerials. However, because she is light, one well hit U-air can kill at farily low percents, or at least give you an edgegaurd chance.
-Credit to Omnigamer for information on this matchup.
By: 8000
LINK
It's rare a good Jiggly will ever use Rest on you but be prepared anyways by not getting that close to her. No good will come from grabbing her, not even for damage, smashing is better. Her side - B is bad when facing her in the air so only cofront her with Up Stabs and an occasional Sword Plant. Now here is the exception, Jigglypuff might use Rest when she's in the air. This can be very bad for you so again approach her with Up Stabs and bombs. Spinning Sword is always good though ;P. Her rolling is nothing to worry about just jump over it. Her A attacks are satisfactory and you shouldn't worry about them too much. You can't do anything special to edgeguard her other than a Stab Up. Frankly i don't know why she's upper tier.
By: N64
Pikachu
Though I think this is more of an even fight, many pika players say Jiggly is easymode, so whatever. Again, light as hell, take advantage of it. Also, pika's not very wall-of-painable, and a smallish target for a rest, so Jiggly loses a couple of her strengths in that respect. Jolt to keep her off the ground and usmash whenever there's an opportunity. You've got about as much mobility in the air as her as well, so use that if you wish.
Strategies
here are some strategies people will you against her!
If theres anything u can add, gimme and i'll edit it in!
Strategies of:
Captain Falcon
Zelda
Doc
Falco
Fox
G&W
Gannon
Kirby
Link
Pikachu
By: AngeloBangelo
Captain Falcon
Jiggs - This is a pretty annoying matchup, but that doesn't mean it's not winnable. You'll want to approach Jiggs from above and below. Do this by staying on the ground and DDing... When they start WoPing, dash grab - Dthrow - Uair/Nair. When approaching from above, Dair is awesome. Just be sure to combo it into something after she pops up. 50% damage is the optimal time to knee because it will kill her, but she won't fly ridiculously far when she's stomped or Forward B'ed. It's VERY easy to set up with a Dthrow around that percent. Try to kill at that time or the percent will get so high that you will have a hard time comboing her. Just keep taking her out at 50% with a Dthrow - Knee and don't use Knee (By itself), or Bair (Unless you're sure about not being WoPed) and this isn't too tough. A final thing to mention is DO NOT edgeguard her. Don't... Don't do it. Jiggs will Forward-B you, Bair, and edgehog. Just let her back on, or maybe try to sneak an attack in if she's already used her Forward-B and you can sneak on in. Just be careful though. You never want to be off of the level vs Jiggs because of your horrible recovery. If you are already off of the level, just be sure to drop as far as you can and still be able to make the Up B or you're going to get Baired across the abyss.
By: DaRkNeSsOfHeArT
Zelda
This little gal gives most charcter's alot of trouble, even Zelda
and her amazing fair/bair. Jiggs has the best aerial game in the game, so stay on the ground. If she starts doing the Wall of Pain (WoP), the key is not to try and out prioritize her, but to attack her in between her attacks. Since she's really floaty, down throw to fair/bair is a good option. If you cannot escape the WoP, then turn into Sheik and use da bairs. She can recover from extremly long distances, though, but the key is patience. And NEVER let Jiggs get a Screw Attack, and try to keep your distance from her because of the powerful rest; though if she misses, she's a sitting duck for a forward smash or a fair.
The rest is a powerful tool, and she's got several ways to execute it. Usually it'll be Pound, drift back into rest. If they miss it, always kick, as they can crouch out of fsmash.
Just like Peach and Samus, either go for a vertical Ko with the uair or just an all-out power KO. And like Kirby, strike before them to avoid their priority.
By: Cyphus
Doc
Jigglypuff-Although her range is pitiful, decent spacing is a must when pilling against Jigs. Her B.air and F.air both easily jump into pills and attack you through them. She easily maneuvers over, under, and through them quickly so as she approaches you may want to turn around. Your B.air will be your best friend against Jigs. Take full advantage of its reach by SHing with it and being creative in how its used with WDing to cover distance and followup easier. UpTilt works well to exchange hits with her SH approaches and occasoinal Pound. If she shows pattern of tipping with her F.air/B.air at your shield and leaning away immediately, your cape works great in forcing her to mix things up. Anticipated offenses can be met with a Sexkick or F.Tilt interception. Jigs is very feint-oriented though, and because of her small size, can easily skim away from attack barely and punish quickly...so if you can afford to play more defensive it can benefit (since Doc has crappy reach as well). UpBed, can be situationally effective in picking her off, if she floats too close above you. be sure to fall through any platforms afterward.
Since she is almost entirely aerial and leans away with her attacks, grabbing her is incredibly difficult. You won't be missing much, since she can't be comboed well, but if you can grab her at 70%, a D.throw to F.air is the best feeling in the world! A well placed dash jump-canceled UpSmash at 90% is also a clean KO, if you can pull it off as she attacks from above. If you get grabbed, watch out for her fast F.Throw by a ledge. Other than that, just keep away from her in the air as she pursues you. If you get juggled by her UpAirs, DI away, DJ out and use your D.air to cover your return or bust out the Sex if you have that tiny opportunity to break her combo.
The edge is where Jigs really dominates Doc, though. Unless she is below the level, Jigs can't be edgeguarded. It takes at least 3 B.airs, all at different moments as she approaches the edge, to guard successfully. If she's at very high damage a flying, early-activated sex kick can be hard for her to avoid, especially if you aim slightly high and fast fall it (timed to hit her when it is at its highest strength). While edgeguarding, be careful not to get sucked into her Pound, since it reverses the roles of who is recovering and who is edgeguarding, which in this particular matchup...Wall-of-Pain = death on doc. nuff said. DIng upward to reduce your distance from her F.airs does not help! It only aids in allowing her sooner F.air followups. DI away with the attack to increase your distance from Jigs- even if it means going off the level. The longer time it takes Jigs to hit you again, the more likely you will be able to UpB immediately before and save yourself!
Don't underestimate Rollout. If you have alot of distance from her as its being charged, approach from the air and land in front of Jigs using your cape, so that if she releases that moment or any moment later...she at shoots in a safer direction. Its not worth taking chances, making a mistake and dying at 50%. If Jigs happens to miss a rest, you are very lucky! Instead of just charging a F.Smash...Cape her as many times as you can first, since this won't wake her up. After 3 or 4 capes (42% is nothing to sneeze at!) C-stick F.Smash her for the win!
If your knocked away from the level, remember to air dodge behind her when meeting her in air, then risk 1 hit (that turns into alot) or even UpB right before you get in her face(even if you're very high) to push her away, so you can afterward fastfall to the ground, since her floatyness prevents her to catch up. If your recovery takes longer than 1 second, Jigs is going to pursue you off the level and sink you with her F.air. UpAir with your DJ to protect it, and UpB soon as you can hit her. From heights, a D.air works well to outreach her and increase your chances of a safe landing. Puff is resistant to alot of doc's strong points: combos, edgeguarding, and spam, so if you're not used to fighting Jigs this can be a very hard match.
By: bornfidelity.com
Falco
He is teh_*****. Because whores are cheap and pink. If you've ever played a decent Jigglypuff, you know to DI his uthrow like anything, KO him vertically on stages with far blastlines, not to roll into him, not to upsmash him after a missed rest on low %, be aware of how he can float everywhere avoiding your moves due to his floatyness and watch out for Wall of Pain and Pound. General tactics:
- Tilt him. It's one of your few defenses against his annoying aerial play. Jpuff wants to attack your shield and float back out of grabbing range - a lot. So ftilt to keep him away. He's coming from above? Utilt. Utilt is sometimes highly underestimated and can eat through virtually anything, including a pink puffball coming from above.
Use dtilt lots. It's got good range, and KO's the way you should KO puff on most stages; up, up, and further up! Especially on stages like Dreamland 64 KO'ing puff is a real pain, because he can recover from about anywhere (five jumps + five (rising) pounds = insane). Dtilt could connect after you CC a bair or pound.
- Use SHL to force him higher into the air. If he's too high to hit you with bair, that's in your favor.
- Bair. Your bair is one of the best moves in the game and no balloon is changing that. Versus Jpuff, you bair is dominating the sky. Also remember, that although strong, puff's pound and bair are not disjointed, so you could trade hits with nair to throw him off.
- Avoid rest. Seriously. Fastfallers get raped by rest-combos, the worst of which is uthrow to rest - you should really Smash DI puff's uthrow either to the left or right or you will die. Another thing puffs like to do is CC to rest. So watch out for it. Jiggly can also utilt you to rest if you are behind him. Or predict where you'll roll/techroll and rest you there. Or rest you after you tried to upsmash him after a missed rest on low % (DO NOT DO THIS). For more information, check this match. Laugh your *** of to my first match vs a Jigglypuff in six months :P
- Be warned for WoP. WD out of shield is important here; he hits your shield, floats backwards - if you WD backwards out of shield then, there's a fair distance created between the two of you and you are out of immediate danger. SHL anyone?
By: CunningKitsune
Fox
Jigglypuff may not be the most common of tournament characters, but she never-
theless packs her fair share of power when wielded correctly. With proper
spacing and timing, her characteristic "wall of pain" and powerful, high-
priority aerial game can allow her to hold some degree of control over the
match. In addition, Jigglypuff can very easily take advantage of your recovery,
dragging you down to your death with neutral-aerials or simply batting you away
with a well-placed back-aerial. The smart Fox player also must not entirely
discount Jigglypuff's arsenal of Rest combos, which severely punish you for any
botched spacing, missed shuffles or L-cancels, predictable techs, or missed DI.
These facts may seem to paint a grim picture of this match-up; indeed, many
players persist in the notion that Jigglypuff is in some way a suitable counter
to Fox. At low-level play, you may find yourself falling victim to Jigglypuff's
simple up-throw-to-Rest "space animal slayer," as well as her aforementioned
ability to cheap out recoveries; however, at higher levels (especially in terms
of technical ability), you will find that you can make life very difficult for
Jigglypuff with a more defensive, precise style and your customary shines from
aerials.
Ground play against Jigglypuff can become somewhat unnerving at times. You will
need to exercise a bit of patience in this match-up; running head-long into her
spaced back-aerial "wall of pain" is not the wisest of decisions and will allow
your opponent to tack on easy damage that you otherwise could have avoided with
some simple thought. Keep just enough distance between yourself and the enemy
Jigglypuff so that you are out of range of her wall of pain and still have the
proximity to run in and punish when appropriate. Admittedly, this is often not
the easiest of tasks; the speed and range of properly-spaced back-aerials can
make your advance tricky, and you very well may underestimate Jigglypuff's
horizontal movement. Should a back-aerial connect with your shield, you should
resist the temptation to shield-grab automatically; correct spacing will see
that your hand grabs nothing but air as your opponent moves away, setting you
up for another quick back-aerial. Of course, if you sense consistently bad
spacing on your foe's part, take advantage with a grab or, preferably, an up-
smash out of your shield, an extremely useful punisher in this match-up. If you
do land a grab, rely on your usual up-throw to up-aerial at lower percents; at
this time, you can catch the Jigglypuff with your aerial and perhaps land a
lethal blow (watch for attempts to DI your up-aerial upward so that your more
powerful kick misses). Grabs lose their effectiveness at higher percents here
because of Jigglypuff's floatiness, although you can of course try a down-
throw to a tech-chase to an up-smash, if you so desire. At these percents, you
can try to connect with a falling up-aerial or a neutral- or back-aerial to
finish the job. However, it is important that you do not allow your opponent to
reach the higher percents on a consistent basis; doing so makes it difficult to
land your killing blow, especially if proper spacing and shield-play disallow
use of your jump-canceled and from-shield up-smash.
Yet again, words alone can really only do so much for this portion of the
match-up; you will need to be able to pick up on and take advantage of the
timing and range of Jigglypuff's wall of pain, perhaps facilitating mistakes in
spacing by running in and holding up your shield from time to time, which may
very well allow you to score an up-smash from shield. If you happen to be
caught in your shield, you can break out with a simple jump to an aerial of
your choice (preferably a falling up-aerial or a down-aerial) to put the
pressure back on Jigglypuff. Should you land a down-aerial or a low-percent
neutral-aerial, Jab afterwards instead of shining on instinct and follow up
with a jump-canceled up-smash; you will find this jab-to-up-smash sequence to
be very useful in setting up your opponent for lethal blows. You can also take
advantage of human reaction times and attempt a down-aerial into a grab from
time to time.
Overall, your style for this match-up should be defensive. Lure your opponent
in with blaster fire and focus on landing a lead-in Jab or shine to a tech-
chasing up-smash at the middle percents. Both sides of this match-up thrive
on low-percent kills, you with your vertical kill mechanisms and Jigglypuff
with her various Rest lead-ins, and as such you should take care not to pour
the blaster fire on too heavily lest you make your opponent exceedingly
difficult to finish. If you choose to be aggressive, make certain that you are
well-versed in your shuffling, fast-falling, L-canceling, and follow-up shines
as a low-percent grab when coupled with missed DI could spell a lost stock for
you. You can fight Jigglypuff's aerial game quite effectively with your back-
aerial, but her greater aerial maneuverability could allow her to space out
your aerial and retaliate as she sees fit. If you happen to run into a shield
in some manner (usually from a foiled jump-canceled up-smash), you should al-
ways remember to hold left or right to DI your opponent's up-throw as soon as
you can; you can hardly allow Jigglypuff to land easy kills with something
solved by simple DI. If you miss this DI, you can of course always DI the Rest
itself with upwards-against DI to minimize the horizontal knockback length of
the move. Take care not to DI up too much, however, as you may find yourself
being killed vertically instead of actually surviving the Rest. If you can sur-
vive this Rest, your stock should be largely secure for some time provided
that edge-play with Jigglypuff does not lead to a cheaped-out recovery; also be
wary of running head-on into your opponent's methodical wall of pain (remember
that patience is your friend in this match-up as well as many others).
Other than Jigglypuff's wall of pain, her aforementioned Rest also factors in
as an integral part of her game plan against you as a fast-falling space
animal. Note that her up-throw is far from her only method of setting up a
Rest. She can also lead in with an up-tilt from an aerial or from ground-based
spacing via wavedashes; a properly L-canceled down-aerial; a neutral-aerial; a
falling up-aerial; a crouch-cancel (all the more reason to remove dash attacks
from your moveset); a crouched grab; and from platform-based tech-following,
among others. This last method is of particular interest as far as stages are
concerned. You must take care on platform stages not to be predictable on your
get-up should you land on a platform; it is no great task for your opponent to
float to your level and land a Rest off your tech-roll or in-place tech on a
platform, in which case you should do your best to DI the Rest itself as
appropriate.
Also be wary of attempting to take on Jigglypuff around edges. Her innate
floatiness allows her to reach out from the ledge with a neutral-aerial and
then weave back to grab the ledge again, safely out of your range and further
protected by a few invincibility frames. She can also Sing-cancel from the
ledge by cutting off her Sing animation with a ledge grab, sending you to sleep
close enough to land an easy Rest at the stage's edge. You can hardly afford to
make such careless mistakes in this match-up and still expect to triumph. As
such, take care not to be lured into edge-play with the opposing Jigglypuff;
rather, always force your enemy to you with blaster fire and more than a little
patience, remembering to focus the action of the fight largely in the center of
the stage, especially at low percents where Rests can still easily claim
stocks (you will need that extra space on either side to capitalize on your
DI). If your opponent is prone to Pounding from the ledge, see if you can
punish him or her with an up-smash from your shield (note that many players
also attempt to Pound out of their aerial "tumbling" animation in an effort to
catch you off-guard; they should meet the same fate for their predictability).
Jigglypuff's floatiness, aerial maneuverability, and corresponding options from
the ledge make edge-guarding her a chore. An opponent who knows how to DI will
not die horizontally very often with Jigglypuff, so your primary focus should
again be vertical kills via up-throw, tech-follow, or Jab set-ups, among
others. The shine-spike is largely impractical in this match-up, although it is
entirely possible to land enough off-stage shines (returning to the stage each
time) so as to exhaust Jigglypuff's jumps; keep in mind, however, her rising
Pound. Jigglypuff, on the other hand, can edge-guard you quite well if she
chooses to remain on-stage; her down- and forward-smashes are particularly
effective in this regard. However, experienced players will largely forego this
method of edge-guarding and instead go right off-stage and exploit your re-
covery as much as possible. Your Illusion and Firefox start-ups will meet with
back-aerials or a series of descending neutral-aerials to drag you too far down
to recover. Again, remember the vulnerability of your recovery to Jigglypuff's
aerial play and take care not to hand over stocks with thoughtless attempts to
fight her on the edge.
Stage selection for Fox vs. Jigglypuff follows the usual thought process; she
does not want to die vertically while you want to kill vertically. As such,
expect to be taken to such locales as Jungle Japes, Dream Land 64, and Kongo
Jungle 64, all infamous for their ceilings. Mute City is also a favorite
Jigglypuff counter-stage as the City's unique structure allows her to make the
most of her aerial options and maneuverability. Your counter-choices should in-
clude Yoshi's Story, Corneria, Onett, and Yoshi's Island (Rests on these last
two choices should be DI'ed more horizontally and less vertically to avoid
falling victim yourself to low ceilings).
By: footnbaseball
G&W
she shouldnt be able to set you up easily for a rest, so just watch out for that. If shes wall of paining, use fair or bair or key to break her out of it.
By: Thomas Tipman
Gannon
Ganon Vs Jiggypuff
------------------------------------------------------------------------------------
Ganon
+Mobility
+Power
+Range
+Weight
+/Evasive tactics
-/Speed
-/Edge guarding
-/Lag
-Air mobility
-Recovery
Jigglypuff
+Air mobility
+Recovery
+Edge guarding
+/Lag
+/Evasive tactics
+/Speed
-/Range
-Mobility
-Power
-Weight
___________________
Strategical advantages
Ganon
*Properly placed uairs can hit in an angle good for an anti WoP.
*Dtilt and ftilt help maintain space between Jigglypuff and Ganon.
*Pivoting Fsmashes are a great counter for a whiffed pound.
*Pivoting Ftilts can be great for retaliating against shortly retreated bairs.
Stage CounterPicks
Jigglypuff
*WoP can combo Ganon 4-5 hits off the stage.
*Utilt/uair + rest can equal a deadly combo that Ganon isn't immune to (bair to uair is an other dangerous rest set up).
*Jigglypuff can crouch out of Ganons grab range.
By: nitro-blazer
Kirby
Difficulty: Hard
Watch out for: Rest Combo's
Jiggly is hard. She is extremely diffucult to Combo at times because of her flaotiness and lightweight. Her Aerials may overwhelm you, an her recovery keeps her coming back no matter how far you send her out.
Kirby may be easy or Hard to Rest. He is rather short, forcing Jiggly closer to the ground, but he is rather fat. Her WoP is extremely effective, her Aerial Mobility is amazing, and it can be nearly impossible to chase her down with aerials. However, because she is light, one well hit U-air can kill at farily low percents, or at least give you an edgegaurd chance.
-Credit to Omnigamer for information on this matchup.
By: 8000
LINK
It's rare a good Jiggly will ever use Rest on you but be prepared anyways by not getting that close to her. No good will come from grabbing her, not even for damage, smashing is better. Her side - B is bad when facing her in the air so only cofront her with Up Stabs and an occasional Sword Plant. Now here is the exception, Jigglypuff might use Rest when she's in the air. This can be very bad for you so again approach her with Up Stabs and bombs. Spinning Sword is always good though ;P. Her rolling is nothing to worry about just jump over it. Her A attacks are satisfactory and you shouldn't worry about them too much. You can't do anything special to edgeguard her other than a Stab Up. Frankly i don't know why she's upper tier.
By: N64
Pikachu
Though I think this is more of an even fight, many pika players say Jiggly is easymode, so whatever. Again, light as hell, take advantage of it. Also, pika's not very wall-of-painable, and a smallish target for a rest, so Jiggly loses a couple of her strengths in that respect. Jolt to keep her off the ground and usmash whenever there's an opportunity. You've got about as much mobility in the air as her as well, so use that if you wish.
Strategies