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The Official Jigglypuff Matchup Guide (No Further Updates)

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illinialex24

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This a thread to keep track of the matchups the Jigglypuff boards decides on. The numbers will be up for interpretation and a writeup on the matchup will go after we do each character.



Bowser::Jigglypuff -- 55:45 Jigglypuff
Description:This is a pretty good matchup for Jigglypuff but any mistake by either character is magnified, because Jigglypuff can juggle Bowser very well while he can just kill you. Bowser has amazing killing possibilities on Jigglypuff, a crucial part of the matchup is not getting grabbed. He has a guaranteed grab release to uair which kills Jigglypuff around 60%. Also, his range on his aerials is much better than Jigglypuff's. However, Jigglypuff's move speed and aerial speed really punish Bowser. It is almost impossible for him to get more than 3 grabs per game on a good Jigglypuff, because she can fly in and out of attacking range but stay out of his grab range and punish his shield.

Two of his moves are real killers and both are much worse if you are spacing incorrectly: his B-Up and D-Smash. Both do large amounts of damage and can really hurt Jigglypuff and really are an issue if she is too close to him. In the air, you have to DI fake him out. If you give him easy to read approaches, he will take you out before you can get to him. However, he is fairly punishable with your air speed.

If you are approaching Bowser when he is on the ground, be prepared for anything. He can go for a grab, use a smash well, or he can B-down and come unexpectedly from above. If you are light on your fingers, the first and third shouldn't be a major factor. Punish him if he fails at either. If Bowser is off-stage, he will just try to get back. You can attakc him through any of his choices getting back, but that doesn't mean its easy. He has a fair number of options as long as he reacts quickly.

For stages, Jigglypuff has a stage advantage which really gives her the slight advantage. Jigglypuff should ban Battlefield against a Bowser, and he will try to ban Jungle Japes. However, this gives her a huge advantage on the neutral stages (she still has an advantage if its allowed as a neutral), so it really depends on what the neutral stage is. Corneria is good for Bowser because he can Jigglypuff mid 30's, but Frigate Orpheon just kills him. The lack of the ledge and the randomness of the stage really screw with him badly. You can punish him badly for this and it essentially makes up for the fact that Jungle Japes doesn't work. Rest is also greatly improved on Frigate Orpheon, due to the low ceiling, and since Bowser is huge, he is essentially a rest magnet. With a good setup or if he is left vulnerable, this a great option.
Captain Falcon::Jigglypuff
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Charizard::Jigglypuff
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Diddy Kong::Jigglypuff
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Donkey Kong::Jigglypuff
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Falco::Jigglypuff
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Fox::Jigglypuff
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Mr. Game and Watch::Jigglypuff
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Ganondorf::Jigglypuff
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Ice Climbers::Jigglypuff -- 50:50 Neutral
Description: The summary of the matchup: do not get grabbed. And Jigglypuff is one of the few characters that can essentially ensure this, as long as she spaces well using bair and rising dair spacing. Try to approach with a retreating bair, then rise over them with a dair and then mix up variations of this. However, they still have a few tools to deal with you. Blizzard, U-smash, and desyncs, especially with squall, can really wreck Jigglypuff. This is where dair becomes crucial, and so does bair. A well spaced bair beats out the Ice Climber's U-smash, and a dair can punish a desynced squall by allowing you to start racking up damage on Nana. Jigglypuff is probably one of the best at punishing a separated Ice Climbers. Once Nana is separated from Popo, go attack Nana. Do not go for Popo under almost any circumstance unless he really cannot do anything to avoid you. Remember Popo has an actual players skill and will air dodge and avoid you and be able to get to Nana much better than Nana can get to him. There are three ways really to hit the Ice Climbers. 1 is a hit that does not leave you vulnerable for a grab because you outspace their relatively poor grab range. These are mainly rising pound, dair, and bair. 2 is a move that attacks them while they are in motion and slightly desynced, so you will definitely hit one, meaning they cannot start a chain on you until very high percentages. Moves like this are pound, falling pound, fair, F-smash, and boost smash. However, be very careful doing these because if you underestimate the situation doing this, you will lose a life. The final move is one that gives enough shield knockback so they can't punish you. Unfortunately, Jigglypuff is relatively poor in moves here but next to the edge, F-smash and dash attack are both very viable. try to use a mixture of these attacks so you do not become predictable, which is one of the major reasons why people get grabbed.

As for gimping the Ice Climbers, you really have to worry about their B-up. Because of this, always be ready to grab the ledge. Their normal recovery, which has very high priority, separates them if they don't auto cancel on the ledge. Use this to your advantage. Also, many will recover using a squall type recovery, where it takes longer and so if you try to edgehug, you will be stage spiked. However, their squall recovery can be stopped fairly easily with a dair or other aerial. So they will almost certainly mix up the two and try to punish you for one assumption. However, if they are below the ledge, you have one way of getting a fairly reliable gimp on them or at least separation. Just grab the ledge when you expect them to recover. If they use their B-up right then, roll onto the stage and try to punish them accordingly. However, if they use their squall, push away a bair and try to get separation like that.

As far as stages go, the Ice Climbers need room to chain grab. They also don't like small platforms because it allows people to wait for the opportune moment to approach and avoid almost anything they can throw at you. Therefore, ban Final Destination on them. Its one huge area where you are forced to approach them and because of desynced ice blocks, no one can plank them here. Instead, go to Smashville and Jungle Japes and Norfair. Most Ice Climbers for some reason enjoy going to Smashville, so if you can make it your first stage do so. On Smashville, stand on the platform and wait until you get close to them before working in and out avoiding a grab. Then, when you are far from them, go back onto the platform and repeat. Its hard for them to approach you up there and even if they do, the ability to chain grab is greatly reduced. The same is true for Norfair, where the small platforms screw with their chain-grabs and overall approaches badly. Just stay on a top platform and you should be fine. On Japes, the edges are above and very small making it almost impossible for them to chain grab well, so go here and also try to gimp them into the water. Overall, these 3 stages are great counterpicks for you.
Ike::Jigglypuff
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Ivysaur::Jigglypuff
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Jigglypuff::Jigglypuff
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King Dedede::Jigglypuff
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Kirby::Jigglypuff
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Link::Jigglypuff
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Lucario::Jigglypuff
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Lucas::Jigglypuff
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Luigi::Jigglypuff
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Mario::Jigglypuff
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Marth::Jigglypuff
Description: Gimp him to death whenever you have the chance, but avoid his B-up, especially near the stage because it is an insanely strong stage spike if tipped (kills at 0% on Final Destination if perfectly done). Edgehogging is amazing, once again slam a diagonal DI for a quick edgehog when he is about to use dolphin slash, and watch out for B-side stalls. Have many mindgames and hope he uses counter during a fake approach (jump and press forward, air dodge back). Grab him, rack up some damage and back-throw him. Pound has longer range than his attacks (most of the time), and bair works wonder when in closer range than his fair. Use grabs and dash attacks, as well as sourspotted fairs to F-smashes. Never charge smashes or consistently fair him above the ledge when he is recovering, he will counter. If you are using rollout when he is charging something, time the release well and **** him. However, watch out for dancing blade and F-tilt, they really hurt Jigglypuff's SHed approach. Switching up FH's and SH's really works wonder. Learn his tip range and learn to stay outside of it or inside of it. F-smash tip kills very early. Be careful near the ledge against a Marth, he generally two options that are instant death: dair spike and dolphin slash. Bair and dair approaches are your best idea here, he has no projectiles or extremely long range, so pressure shield him with bairs before pounding through (only do if his shield is low and only do it so it will hit him unless he retreats so you aren't punished by ending lag). For dairs, you want to use them while traveling backwards above him and then jump to a dair so the dair barely touches his shield, and when you get behind him bair. Make sure you know how to punish a double fair approach, shield-grabbing does wonders with a Marth in the air. Well timed bairs can punish an aerial Marth, essentially weave your bairs and pounds well. Watch out landing near him, his ground game ***** yours. His U-tilt kills between 90's and 100's and comes out quick. Marth's grab release shouldn't be a major issue as long as you roll away. His dash attack is sign for you to punish him with a fair, and make sure to spam nair out of shield.
Metaknight::Jigglypuff -- 60:40 Meta Knight
Description: This isn't one of Jiggly's hardest match ups, it's easier than most think. It's one of those your either good at this match up or your not kinda things, this is exactly right. Jiggles has a good nair cancel on a few of his specials. This helps her out alot. My main thing to tell you is though do not gamble with drill rest so much. Hang back until it's near sure fire. You don't want to left open for an easy KO.

Use pivot grabs! I cannot stress this enough use them. Grabbing here is a different take on the match. Most MK's will not expect Jiggly to abuse grabs. Also make sure you pommel wafter grabbing, those extra percents could be vital in this match.

Make use of DACUS, it is something good to use. Use it but don't abuse it.
You also will want to use SHAD, this will keep the mindgames going. I'm talking use it in sets of 4. Then go in for a retreating fair, and then bait them for your grabs.

Do not let MK control the pace of the match. This is vital. You must keep him on his toes, not the other way around. You have to have a controlling factor. That is why using grabs is good. They are great to turn the speed of the match in your favor. Most smart MKs will get the idea that your baiting them so be undpredictable. If your too predictable you'll be *****, before you realize it.

Do not abuse roll out!!! It will not work, so do not try. You might get lucky but chances are your percentage of luck to punishment is 1:10. Luck is not on your side here. So play smart, or don't play it at all.

Use rest when needed, if you get caught in Whorenado, use your rest. Bait for rest too, if you are sure yo can get it or are ahead in the match, and can take a little punishment.
Ness::Jigglypuff
Description:
Olimar::Jigglypuff -- 70:30 Olimar
Description: Insane range, great projectiles, kills rollout and any of your approaches with side-smash, up-smash, and B-up. Olimar forces you to approach him instead of the other way around because of his B-side, where he throws Pikmin all over you. Try to just jump fairly high and approach him diagonally, using dair as a fairly safe method of approach. Make sure to be rising in the meantime because if you land next to him, you are screwed over. This is one of Jigglypuff's worst matchups. You do not want to hit the ground very often in close range of Olimar or cross directly over him unless if you are using pound (it neutralizes the Pikmin in the attack, so you get no damage and kill a Pikmin). Still, anything on the ground is fairly bad and he is only slightly weak behind him, in which case grab him.If you land near him, OoS nair and retreat immediately. Once he is off-stage and cannot recover with just a jump and an air-dodge, you MUST NOT LET HIM RECOVER. Off-stage Wall of Pain, edgehog, and renew invincibility frames to the max, and make sure to press a right when he uses B-up so he doesn't get the ledge but you don't get hurt (practice the timing). Your only chance and the way you will not need to get a new main for Olimar is to abuse his recovery to the max, literally do not let him recover when he cannot do so without his B-up ever. Watch out for his Pikmin throw if he has a purple pikmin, as it will knock you off the ledge so he can grab it. If you do so, you will have a small chance in winning, and if he does get his tether, try stage-spiking him (fairing him into the base of the stage for a spike before he can retract it and grab the ledge). You will lose against a decent Olimar if you do not capitalize on his mediocre recovery. While onstage, DI back and forth viciously, it is a crucial advantage Jigglypuff has. Try to get hits on him and once you get the lead, go below the stage and essentially ledge-stall while staying below the ledge the entire time, so you grab the ledge below it and under the stage. This was Olimar has no way to punish you and at the very least, you can win due to a 7 minute stall out. This works best on Smashville and Battlefield, both stages where if you so much as touch the diagonal part under the stage, you grab the ledge, but it does not leave you vulnerable whatsoever to someone with such a mediocre recovery. Be very careful not to land whatsoever near Olimar, and if you do, jump and nair quickly and try to get back. You essentially want to force him into the air where she can easily beat him out. But if is on the ground, watch out. Rising pounds can work fairly well in this matchup, but you have to DI away so your not in the range of his U-smash. When you are in the air, you dominate if you are below him but are in trouble if he is above you. Use your amazing DI so you never get uaired, cause otherwise it is very painful. Overall in the air, Jigglypuff has a fairly strong advantage.

For stages, Jigglypuff really is going to have difficulty. Battlefield and Corneria both completely dominate us without planking, but you are essentially forced to ban Corneria. Make sure you do not start out on Battlefield or Cruise and you might have a chance to win this matchup. Olimar does terrible compared to Jigglypuff on Rainbow Cruise and Frigate Orpheon, so Olimar will ban 1. This makes it so if you win the first match, you can actually win the overall set but thats the real difficulty. Try to start out on Yoshi's Island or Smashville, however, be warned that the ghost can benefit Olimar more than you by saving him when he shouldn't have lived. On Smashville, plank if you are allowed to and use the platform and the stage layout to try to force him off-stage. Smaller stages help Jigglypuff here because once Olimar is off-stage, she actually has a chance in the matchup. And since Olimar will camp in the middle, its fairly hard to do so.
Peach::Jigglypuff
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Pikachu::Jigglypuff
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Pit::Jigglypuff
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R.O.B.::Jigglypuff
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Samus::Jigglypuff
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Sheik::Jigglypuff
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Snake::Jigglypuff -- 35:65 Snake
Description: Ok, this guy camps like no tomorrow. That coupled with the fact that U-tilt dominates your bair spacing really makes this so it can't be an advantage. However, you can juggle this guy so well and really rack up damage on his recovery (although it is really hard to fully gimp him). His game plan is gonna be around making you eat grenades, mortars, F-tilts and U-tilts. However, since Jigglypuff spends so much time in the air, his grenades are much less effective than normal and can actually hurt the Snake more than you if you play very smart. Punish Snake with grabs and your superior aerial speed, but watch out for his explosives traps. Once you start to juggle him continue like there is no tomorrow. Off-stage his cypher dies compared to your gimping ability, but remember that he can recover anywhere so go for damage above all else. Memorize where he plants all of his explosives and be careful to avoid those areas. Snake can't force Jigglypuff to eat any explosives so you are fairly safe from his C4 and D-Smash. Spacing here relies on great bairs and dairs, use rising pounds as well if he is for some reason in the air. Once again he is pretty much a fortress, you cannot hit him without eating a U-tilt through aerial approaches. For this reason, abuse grabs to force him to shield more so you can space your aerials.
Sonic::Jigglypuff
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Squirtle::Jigglypuff
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Toon Link::Jigglypuff
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Wario::Jigglypuff
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Wolf::Jigglypuff
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Yoshi::Jigglypuff -- 55:45 Yoshi
Description: This is a very different matchup for Jigglypuff but it is manageable, because Yoshi is the only character in the game that surpasses her aerial speed. This really makes her spacing a lot more difficult than most matchups, but if she gets accustomed, it can almost become even but Yoshi still has more options than her. The good news is that pound is a beast in this game, Yoshi's barely shield so it is hard to punish, screws with spot dodgers, and really beats out his aerials unless he has super armor from his second jump (just watch out for anything he does from his second jump, your best bet is to air dodge and try to punish him once the super armor is gone). Rising pound when Yoshi is on the ground really screws with his options as well, its much harder for him to grab you (even pivot grabs or the dragonic reverse which helps). This is also counters very easily the really bad egg roll, which can also be punished very well by a perfect rest, and rising pound if spaced well nullifies Yoshi's U-smash, which really kills her in this matchup. However, Yoshi's bair is a monster and can really hurt her, and Jigglypuff is forced to approach here. Although eggs are not as good as Falco's lasers, they can get preliminary damage and hurt her fairly badly if hit. However, she is fairly good at avoiding them but they force her to approach. Yoshi's uair is a real danger to Jigglypuff with its super armor on a second jump, so just air dodge if a Yoshi does that, other you are fairly safe. Be careful on the ground here because he can grab you fairly easily.

As far as gimping him, he is fairly hard to gimp because of his super armor on his second jump and the fact that he can recover while air-dodging. Your best option is to get a sweet spotted fair (mid 40's) or an nair or sour spotted fair (mid 60's) on him and then footstool him to successfully gimp him. However, this will be very rare and shouldn't be counted upon. Rollout almost never works because of his eggs and his egg roll, so try not to use it. And never recovery with it because it gives him a free option to uair kill you.

For stages you should ban Final Destination because the open area really leaves you open to egg spam, tempts you to use rollout, and gives you no option to avoid the egg spam with ledge stalling (unlike on Smashville). If ledge stalling for a fair amount of time is allowed, then you should counterpick on Castle Seige because the last part of it is amazing for Jigglypuff. It really allows her to gimp Yoshi more consistently than anywhere else even with the difficulties, and the smaller area but flat area makes it like an amazing Smashville. Jungle Japes is great as well because the high ceiling really protects her from U-smash and uair. The ledges also screw around with Yoshi badly, and rollout wins here well because of the ledges and the fact that egg roll does nothing here except put you in the water. Finally, Norfair really screws with any approach of Yoshi and is a great stage for her.
Zelda::Jigglypuff -- 65:35 Zelda
Description: This is a tough matchup for Jigglypuff, and it has very basic rules. If you get and keep Zelda in the air, you will win. If she stays on the ground, you lose. Zelda is a fortress in many sense of the word, and she can really stop almost all of Jigglypuff's approaches. She can jab and trade hits with pound, her U-smash and F-smash are essentially killers and get huge damage upon you. However, in the air she is vulnerable. You have a much better aerial game and since she is floaty, she is much more vulnerable to staying in the air if you juggle her well. Unfortunately, you are forced to approach in this matchup. Her Din's Fire is insanely good, and so you should get into mid range combat or close range combat immediately, since Jigglypuff can punish a Din's Fire very well at these distances (fair or pound, both protect you from the attack and punish her for using it). Try to mindgame at mid range, air dodge and DI viciously back and forth. Try to get her to commit with a move, because if she does, then Jigglypuff can punish her. Try to punish with a pound or a grab, because both can help you send Zelda into the air (use U-throw). In the air, try to juggle her with bairs and uairs, but watch out for her sweetspots. You can avoid them fairly well if careful, but she can also kill you quickly if one hits. If you are launched by Zelda, she will do one of a few things. She will either try to uair you (so DI away from her if you get launched above her), or she will try to use Din's Fire and rack up damage or kill you with it (air dodge at the appropriate time and DI inwards so to get closer to her so it becomes less effective). Be careful while trying to juggle her because her neutral B (Nayru's Love) has invincibility frames, so it can be used as an effective combo breaker. However, it also can be punished at the end so if she gets caught using it, its a free hit. However, on the ground, watch out for her U-tilt or F-tilt. Both can really do quick and big damage and Jigglypuff really has no options for them. Just mindgame and punish.

Gimping Zelda is rather hard to do all the way, but getting a lot of damage on her isn't. Her recovery is fairly easily interruptible with any aerial of your choice, and so if you catch her before the end of the attack, she is in trouble. The best option is to knock her far and then edgehog her, and if she is in a position to land directly on the stage, get out of her way (unless she falls from above, then punish her accordingly), it hurts. When gimping Zelda, watch out for a counter gimp dair, it has surprising range and really can be quite spontaneous.

For stages, you have no option but to ban Luigi's Mansion, forcing you to play on Corneria. On Corneria, try to stay near the wall on the low ground with the close wall. A back throw to bair kills quickly and so if you are careful, you can pick up an easy kill (and U-smash doesn't kill nearly as early here). As far as counterpicks, your two best are Jungle Japes and Norfair. Jungle Japes really stops her best way to kill you, vertically, until high percentages. Norfair, with its lack of a right edge, allows you to do one thing most other stages won't, let you punish her recovery very well. You should be able to expect gimps here and remember that if she is going to land on the stage (she can't go ledge, do a dash attack to put her in a weak situation again.
Zero Suit Samus::Jigglypuff
Description:
 

Mmac

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Hey, I remember that Chart I made 3 Months ago.

I wonder why Woodman is so edger to discuss Yoshi?
 

Veril

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I'm gonna throw this in because I'm so happy about it.

Perfect Shield to Rest works vs Links: Jabs, Tilts, Smashes, D-air, and Up-B.

His bombs allow you to pull off something crazy, which I'm calling drill-bombing. If you grab a bomb, perfect shield a laggy attack (grounded Up-B for sure), bomb-drop into a drill and rest, you will be hit out of the rest by the bomb exploding. This allows you to rest Link at any % safely.

Combined with how easily we gimp Link and... all that stuff you already wrote in your guide :p... I'd put this at 80:20 Jiggs.
 

Chaco

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I know Alex will do good about keeingthis updated. ^_____^ I kinds just joined I here for awhile, tried to help organize without really having Jiggz experience. I can play her but that's just because Im brawl knowledgeable. Haha. But sorry for kind of abandoning you guys. I got grounded to after this, so I kinda lost all SWF contact. And then Im just on Yoshi now. I don't play that much as of late. But Im trying to. But anyways, good luck all you guys. Thanks Alex for reminding me and you taking control.
 

illinialex24

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I know Alex will do good about keeingthis updated. ^_____^ I kinds just joined I here for awhile, tried to help organize without really having Jiggz experience. I can play her but that's just because Im brawl knowledgeable. Haha. But sorry for kind of abandoning you guys. I got grounded to after this, so I kinda lost all SWF contact. And then Im just on Yoshi now. I don't play that much as of late. But Im trying to. But anyways, good luck all you guys. Thanks Alex for reminding me and you taking control.
Thats cool and thanks for checking up on it.
 

GeneralWoodman

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Hey, I remember that Chart I made 3 Months ago.

I wonder why Woodman is so edger to discuss Yoshi?
could be after u beat me in a rank Mmac lol. they were close games, but i had alot of trouble appoaching u, u can really work that pivot grab. yoshi camp is too hard :(
 

Olimar369

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Can't wait to see where this thread goes. I just started REALLY picking up jiggs in brawl these past few weeks. She's soooo fun to play! I've been having the most problem with my friends marth and his snake so far. Can't wait to see those matchups.
 

illinialex24

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Can't wait to see where this thread goes. I just started REALLY picking up jiggs in brawl these past few weeks. She's soooo fun to play! I've been having the most problem with my friends marth and his snake so far. Can't wait to see those matchups.
Check out my guide for fairly good information on those. I've played good Snake's and the matchup isn't hopeless, but it isn't good. Its better than Marth though.
 

Veril

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If I can perfect the interrupt rest method vs. Snakes f-tilt, the matchup will improve a good deal, since that move is like their crack. Being able to deal with the DACUS and utilize grenades for safe non-KO rest opportunities helps as well.
 

M-WUZ-H3R3

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lol when did this thread get here o_O????
come on! we need to fill these matchups! all the other boards have them!
alex, use the info from the gannon, and bowser disscussions.
 

illinialex24

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If I can perfect the interrupt rest method vs. Snakes f-tilt, the matchup will improve a good deal, since that move is like their crack. Being able to deal with the DACUS and utilize grenades for safe non-KO rest opportunities helps as well.
Nice, I also hate when they mix it up with first hit of F-tilt to U-tilt. The interrupt could work on this. I don't think the perfect shield will turn out tourney viable but I think interrupt will.
 

Veril

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Nice, I also hate when they mix it up with first hit of F-tilt to U-tilt. The interrupt could work on this. I don't think the perfect shield will turn out tourney viable but I think interrupt will.
I don't know if it would work for f-tilt > u-tilt. U-tilt is really hard to perfect rest.

Perfect shield is something you take advantage of when it happens. Its not something you really try for so much as an opening that may present itself over the course of a match.

Whatever, I'm still looking into it :p

There are really 3 counters that only involve rest:
1. Perfect Rest: you rest right before the attack's hitbox would connect. This works vs. DACUS, non-disjointed stuff, lots of moving specials, etc. Like rollout.
2. Interrupt rest: resting in the middle of a multihit attack without escaping it first. Like with Luigi's dash attack or jab jab up-b combo. Its basically a perfect rest in the middle of an attack.
3. Escape rest: SDI out of the hitbox area and immediately rest or drill rest. Ex. Bowser's F-smash at very low %.

Oh, on a Marth note: I was able to interrupt rest out of dancing blade in friendlies a few days ago. I don't know if I can replicate it or if it works on all variants of that move.
 

illinialex24

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I don't know if it would work for f-tilt > u-tilt. U-tilt is really hard to perfect rest.

Perfect shield is something you take advantage of when it happens. Its not something you really try for so much as an opening that may present itself over the course of a match.

Whatever, I'm still looking into it :p

There are really 3 counters that only involve rest:
1. Perfect Rest: you rest right before the attack's hitbox would connect. This works vs. DACUS, non-disjointed stuff, lots of moving specials, etc. Like rollout.
2. Interrupt rest: resting in the middle of a multihit attack without escaping it first. Like with Luigi's dash attack or jab jab up-b combo. Its basically a perfect rest in the middle of an attack.
3. Escape rest: SDI out of the hitbox area and immediately rest or drill rest. Ex. Bowser's F-smash at very low %.

Oh, on a Marth note: I was able to interrupt rest out of dancing blade in friendlies a few days ago. I don't know if I can replicate it or if it works on all variants of that move.
I am pretty sure it works on any variant where they third hit down and fourth hit down. And I think that the second two forms of rest punishing moves will work, but perfect shield rest will be difficult and unreliable.
 

Veril

Frame Savant
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I am pretty sure it works on any variant where they third hit down and fourth hit down. And I think that the second two forms of rest punishing moves will work, but perfect shield rest will be difficult and unreliable.
Do you mean perfect shield > rest or Perfect rest (rest countering a move)?
 

Veril

Frame Savant
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ok. I've heard that from other people. I don't exactly agree but...

as long as it isn't rest countering... I've got a sentimental attachment to that technique lol
 

DADdedede

Smash Cadet
Joined
Oct 18, 2008
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36
snake isnt too much of a problem for jiggz, his recovery is SO easily gimped by her fair, bair and nair
 

Glick

Smash Lord
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Mar 19, 2008
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1,186
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Brooklyn, NY
Snake is one of THOSE matchups. Its hard to explain you just have to get used to it. I'd use jigglypuff rather then kirby in this matchup.
 

Maniclysane

Smash Lord
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Sep 23, 2008
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stadium transformation
LOLOLOLOL. Jungle Japes is Olimars worst stage. My friend CP'd that on me today. I failed so hard. Olimar is crazy hard to beat as Jiggz. His worst stage is our best stage. Let's do Olimar for our next matchup. :D
 

Glick

Smash Lord
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You just need olimar experience to beat olimar with jiggz. Otherwise you just get *****. So go find an olimar main and practice.
 

SSBbo

Smash Journeyman
Joined
Jun 19, 2008
Messages
214
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Gulf Shores, AL
On Yoshi: I play my little brother in friendlies... he's a yoshi, not a great yoshi, but he still mains yoshi.

I don't know many good yoshis (but my little brother gets better and better), so I don't have any experience, but in theory, i think it'd be a pretty even matchup.

On snake: I hate snake. he has spectacular aerials (jiggly's main strength), and he has mad camping skils, so in any stage that has the slightest bit of room, he can stay away from you. Even if you can get close, he still has utilt, better range, and can combo by dropping his mortar on you. definately in snake's favor.

Oh crap! Olimar?! ugghhh... makes my skin crawl....
great range, good aerials, very good smashes, amazing recovery, decent attack power...:urg:

I'm surprised that olimar isn't top-tier (he might be, i don't pay attention to tiers). I read on an olimar thread, a wolf was listing ALL the strengths olimar has (the wolf got pwnt in a tourney), and ALL the reasons that olimar beat him. If you practice with olimar, you become amazing with him, and can almost never main anyone else.

Olimar 70/30 Jiggly
and that's being generous to jigglypuff.
 

illinialex24

Smash Hero
Joined
May 23, 2008
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Discovered: Sending Napalm
On Yoshi: I play my little brother in friendlies... he's a yoshi, not a great yoshi, but he still mains yoshi.

I don't know many good yoshis (but my little brother gets better and better), so I don't have any experience, but in theory, i think it'd be a pretty even matchup.

On snake: I hate snake. he has spectacular aerials (jiggly's main strength), and he has mad camping skils, so in any stage that has the slightest bit of room, he can stay away from you. Even if you can get close, he still has utilt, better range, and can combo by dropping his mortar on you. definately in snake's favor
Not exactly but but its pretty even which is why its 45-55. However, he does have an advantage because his aerial speed beats out Jigglypuffs.
 

illinialex24

Smash Hero
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Discovered: Sending Napalm
...Am I missing something?
Yeah you are. His recoveries crap in every sense of the word. Its worse imo than Link's because you just have to hang on the ledge and he can't make it back from anywhere. And he gets knocked off the ledge much easier. Frigate and Cruise put Olimar into place if you win your first matchup. The first game is the only thing that matters.
 

SSBbo

Smash Journeyman
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Messages
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Gulf Shores, AL
...Am I missing something?

It's really good IMO. Definately not as good as pit's, R.O.B.'s, or jigglypuff's.
olimar can be edge-gaurding someone (not jigglypuff) and if it looks like the other guy's gonna make it to the edge, olimar can shoot his chain of pikmin at the edge to beat the other guy to it (and maybe hit them in the process).
 
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