STUFF ABOUT PUFF
So I asked this in the social yesterday and it seemed promising.
So what we do is discuss each move separately and move to another move when I feel we have had enough discussion with it.
The goal of this thread is to create a database of Jigglypuff's moveset which later can be used in guides or help everyone learn something new. We discuss the moves importance, uses and reliability and everything else about it. I would also like you to add a small rating of 0-10 for each move. I will at the end then count the average and add here. This way people can see the potential of a move with a quick look if they don't have time to read.
After a move is discussed I will include that move in spoiler tags in the OP for everyone to read. I will include the best and most important things.
When discussing, feel free to use common sense. Saying stuff like rest kills is just fine to say here. Nothing is useless or anything. EVERYTHING you can do will count and will be appreciated. Mindgames and random tricks you have sometimes done will also count. If it's possible to do, it counts, no matter how impractical or useless. We want to know everything so share your stuff.
I hope this will help Puff's dead metagame and we all learn something new.
Finished:
[Collapse=Aerials]
[collapse=Bair 8/10]
-One of Puff's best moves because it has great range and speed.
-The knockback is perfect for chaining multiple bairs together, and the angle lets it set up tech chases mad easy
-It has enough knockback for a desperate kill move
-To say that Bair is Puff's most versatile move would not be an understatement. It's one of our primary damage rackers, gimp moves, spacing moves, and even a kill move assuming it's slightly fresh.
-Jigglypuff is not Jigglypuff without Bair.
-This move is your "when in doubt" move, it has as many uses as your imagination can find.
-SH Bair (OOS) is awesome to punish cross ups,
-The last Bair ender : a Bair performed right before landing. No one expects it, and it can shieldstab a lot of characters.
-Greatly nerfed from Melee, no longer her best move.
-Bair is a great hit and run move, before 30% it's safe to land a bair then retreat.
-This move is also good for defending yourself. When you're trying to recover and your opponent is trying to chase you of stage you could spam bair in the air combined with your jumps just to keep your opponent away.
-Bair has the best DPS of all her moves.
-Bair chains (or off-stage WoPs? w/e) are amazing. You're basically juggling them horizontally and it doesn't seem like they can do much from what I've seen so far.
-Bair is the best defensive air move.
-Bair is useful against heavy characters espcially like Snake when you try to gimp him.
-Bair isn't Jiggs' best move because it's the best thing ever to kill or zone or approach or punish, it's because its versatility allows it to do all of those pretty well and because the staller it is the fresher your other moves are.
-Bair's main use is so that Fair doesn't get stale.
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[collapse=Dair 8.5/10]
-It is great for cross-ups on characters who don't have very good out of shield options
-Can combo into a grab or rest
-Has a really good disjoint compared to most of her attacks
-It lacks hitsun if the last hit doesn't connect so you might get punished for it
-It can combo in to rest for the infamous Drillrest
-Doesn't have any knockback until above ~130%
-After it gains knockback it's a very effective gimper
-Our mobility makes the move much more useful
-The disjoint and the duration to it is really useful for interrupting tons of stuff
-It has very good hitbox for jigglypuff, safe as hell when you space correctly, can do lots of damage, god like at poking and can set up combos, even gimps if used cleverly
-You can stale it as much as you want too because it doesn't KO
-If you want to learn more watch Jigglymasters video: http://www.youtube.com/watch?v=QBUoRDtFQPI&feature=channel_video_title
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[collapse=Fair 9/10]
-It comes out moderately fast, has nice range, kills, and has a sex kick
-It is a good kill move, but if you want to reliably kill with it you'll want avoid staling it; so trying to use it for both KOs and racking up damage isn't the best idea, especially since you can use the faster bair.
-Nice to chase with off-stage
-The weak hit combos into itself well
-One of our best moves, but it's weakness is stale moves, you gotta choose whether to kill with it or abuse it
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[collapse=Nair 6/10]
-Stays out a long time
-Can be delayed and fastfalled at any time from a shorthop, fullhop or a double jump
-Nair is a oos move a gtfo move and a gimp move all in 1
-Is quite good a gimping
-Nair is really good for interrupting lol Brawl combos and just interrupting in general, since it comes out fast
-When hitting them with the stronger part of nair you can set up a tech chase around 48-54% which can set up a jab lock
-Nair is very good but only in very limited situations and only on certain characters.
primarily gimping recoveries, (falco-phantasm etc.)
-It also gets punished if whiffed in the air unless you fast-fall due to its long duration.
-Tends to get outclassed by d-air in most situations.
-It is her second fastest aerial (beaten slightly by d-air)
-Good against heavy characters in the air like Snake or DK
-At low %, it's unsafe on hit
-It's lingering hitbox makes it easy to cancel projectiles with
-Combos VERY well out of dair for gimps
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[collapse=Uair 5/10]
-Utilt into uair is ok at low percentages
-Main problem I have with this move is that you can get punished for hitting them since there's not much hitstun
-It can pseudo combo into itself decently and even into a rest
-Another problem I have it is that like every dair can beat it
-I use it to hit things above me =D
-Can be used for sharking
-It has disjoint, what most of Jiggs' moves lack
-It has a lingering hitbox, though shorter than Fair, Nair or Pound it's still exactly what you need to shieldstab someone who's on a platform above you
-The attack's hit box lasts longer in the direction that jigglypuff is facing, so if you want to have a better chance at hitting your opponent with u air, make sure your facing them
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[collapse=Smashes]
[collapse=DownSmash 2/10]
-Laggy as hell and the hitbox is only out for a single frame
-Charge it for a toptier taunt
-The trajectory is good only if you manage to send them off the stage with it
-Let you know when you messed up your dacus
-It will probably gimp characters with bad recoveries, but it rarely kills by itself
-Dsmash wall infinite is pretty situational though since it only works on some walls
-This move sucks, don't use it.
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[collapse=ForwardSmash 4.5/10]
-Really powerful compared to Puffs moveset
-The lag makes it to hard to be viable
-After a couple of (defensive) retreating bairs it's nice to do a fsmash as a suprise if your opponent rushes into you, it's pretty usefull and works good once a match
-Fsmash is good after a shorthopped dair-trip
-You can't rely on it, it's to slow and its range isn't really great
-At low percents, but not at zero, the angle causes them to head for the ground
-You will only land it via extreme mindgames
-Best used for killing only
-F-smash is as good as the person using it
-If you are good at punishes/reads- f-smash will be very useful
-This move is very unsafe of shield and on whiff, make sure you land it
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[collapse=UpSmash 5.5/10]
-It's about as useful as fsmash but slightly better since you can dacus with it
-The sweetspot of usmash is behind Jiggs, which is a bit more powerful
-If there are any characters such as pikachu that send out jolts or projectiles, or characters that have broken hitboxes, such as snake, you probably won't be hitting this
-Our best move to kill upward after Rest
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[collapse=Tilts]
[Collapse=DownTilt 0.1/10]
-DownTilt sucks more than your grandmas vacuum so don't use it
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[collapse=Ftilt 3/10]
-Almost no range
-Very unsafe on block
-It has enough knockback to serve as a GTFO move
-Can be used as a desperate kill move next to ledges
-Situational use is as a tech chase set up, though not very reliable
-Nice after the last hit out of nair
-You can downangleftilt lock characters againt walls
-Outclassed by grab in almost every aspect, it is a frame slower, does the same damage with out the benefit of pummels and has less range
-Outclassed by DashAttack
-If your opponent is good at sdi and lying on the ground, a single ftilt will do more damage than jab can because Jigglypuff's walkspeed is too slow to follow up with another jab . From there you can dacus for about 25% damage in total
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[collapse=Jab ?/10]
- Jab sucks
-Can beat spotdodges
-Can combo into a grab
-Usually unsafe even on hit and is way too slow for a jab
-Terrible range even for Puff
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[collapse=UpTilt ?/10]
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[collapse=Specials]
[collapse=Pound ?/10]
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[collapse=Rest ?/10]
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[collapse=Rollout 4.5/10]
-It's a high risk, high reward move like Rest, but slower and unreliable.
-Reverse Rollout Mindgames, If you use a neutral B reversal in mid air, you can make Jigglypuff charge up rollout in the opposite direction you were facing in order to trick the opponent into thinking you're going to go towards them with rollout rather than the other direction
-Most Jigglypuffs know already that to counter rollout you simply turn around and shield grab it
-This moves effectiveness is greatly dependent on the opponents knowledge against Puff
-Mix it up by not always fully charging it
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[collapse=Sing ?/10]
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[collapse=Grabs and Throws]
[collapse=Standing Grab ?/10]
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[collapse=DashGrab ?/10]
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[collapse=PivotGrab ?/10]
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[collapse=BackThrow ?/10]
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[collapse=DownThrow ?/10]
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[collapse=ForwardThrow ?/10]
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[collapse=UpThrow ?/10]
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