g-regulate
Smash Hero
So if you are from my area you know that I've been playing Jiggs since the summertime (maybe?). I've been secretly lurking these boards (posting every now and then), practicing with my crew mates, and using her in tournaments, and I feel I've come far enough to share some of the things I've learned about playing a tourney-level Jigglypuff and bringing high level competitive experience to the Jiggs boards. These tips are mostly guidelines for an overall winning strategy, explaining when to use certain play styles and various tech tricks to your advantage. Frequenters of this board will be familiar with what I have to say, but everyone might find something new to add to their game so enjoy!
-Various Tech -
Learn to master various short hop aerial techniques to keep a good pressure game, as well some good full hop aerial techniques.
-SH bair to falling bair/uair. : spaced SH bair to falling bair is great for an aggressive opponent who tries to punish the first bair. Landing with Uair will also connect against these types, and often combos into grab at low %. nair also works.
-SH bair to air dodge : FF air dodging is the fastest way to reset Jiggs after an aerial. Also, Jiggs horizontal air dodge length is tremendous, and can often traverse behind your opponent or space yourself from him. SH bair into air dodge behind them is a great way to sneak a grab on a less aggressive shielding opponent. SH bair into air dodge is also the fastest way to throw out a Dash attack as quick as possible. Try using Forward and Down on the Cstick to dash-attack the moment you land (Cstick is better than A because it prevents accidental Fsmashes), to take advantage of the dash attack’s large, fast, and somewhat strong hitbox (KO move in later %).
SH Dair to grab: Amazing tech, this works almost flawlessly on everyone when performed correctly. If your opponent shields your dair, you can merely back away and try something else. When they realize you are grabbing out of dairs, they will almost always start dodging to avoid the grab when they are able to. If you notice they are consistently dodging when you dair, time a rest or Fair, or delay your grab accordingly.
When on the ledge, if you jump up (not ledgehop, but just press jump), you can act immediately after you are above the ledge. You can complete a jumping dair into falling bair before you land from the ledge jump when done correctly.
-Things to Know-
-Grabbing: I cannot stress enough how good Jigglypuffs grabs are at racking damage. There are tons of ways to land a grab, like bair to air dodge behind them, or SH dair to grab. Remember that Jiggs grab-punch does 3-4% damage per hit, plus an additional 9-11% per throw, meaning comboing into a grab can make for a large amount of damage. example, a dair into grab, 2 punches, into thow, can rack around 25-30%, all within a simple combo. Utilizing grabs at over 100% lets you punch more with less chance of your opponent escaping, combined with throws racks up necessary damage for easy Fair kills.
-Resting!!
I was terrible pulling rests off and I had omitted from even trying to use it because of the risks, but I see there is a thread entirely devoted to rests so you may want to go there for information on actually landing the rest. However, the best and most consistent way to pull of a rest in my experience has been to do it when people roll into you. example: keeping pressure on an opponent with bairs and fairs, keep moving forward with your attacks, like you are on the offensive. Sometimes Dash attack knocks them to the ground, and chase after them. This makes opponents tend to roll into you, because they think you are chasing them. Merely hold down at a reasonable roll distance, react to the inside roll, and press B. This is the only way I’ve gotten rests to work consistently, minus gimme rests from laggy moves, (various upB landing lags and other laggy moves.), and the ever risky powershield to rest. REMEMBER to only rest when you A. Know the correct % that rest will kill, and B. When you are at a low enough % to not be killed. (I prefer under 10%).
-Rollout
Rollout is a good recovery option, you can aim for the stage, platforms, or a ledge autograb. It is punishable by smart people so be wary of overusing it. You cannot change direction in the air, but you CAN hold the other direction and you will slow down and turn around upon landing. You still use up roll power while slowing down, so if done at the right height and time of rollout, you will essentially slow down in midair and stop upon landing. You can also act out of rollout while ending in the air, so if you rollout into someone’s shield, don’t hesitate to simply go off the ledge to avoid being punished. It has great KO power, but if someone is over a decent kill %, remember that you won’t need a full charge rollout to kill people. If you are close to them and start a rollout, they may try to time an attack or shield when you get there, but not using the full charge will beat them to the punch. Also remember, rollout is GREAT for picking off the unsuspecting in teams!!!
-Pound
Pound is an all around great move to just use whenever. Although the hitbox stays out a while, it has decent lag time so don’t use it enough that people will expect it. Pound can kill people at higher % near the top of the screen, so chase people up high if you knock them up there. Continue to do aerials once pound is complete, such as pound to falling uair (delay uair if they air dodge), as it lets you hover somewhat upon ending.
-Caution
Players will pick up on your tricks, so remember to stockpile information and not make the same mistakes more than once. Good players will catch onto my aerial tricks, like my barrage of offensive bairs, and try to merely shield my aerial into their own attack while I am near them (marth fair, DDD utilt, snake utilt etc.). When you see this happen, try doing more empty short hops! Your opponent will try to counter your attack by waiting in shield, so throw in an empty short hop and just land and grab. the Empty short hops mixed in with the real attacks will keep your opponent guessing and force him to change up his game.
-Switch up your Style
Alternating between a pressure game and a grab game, and knowing when to do so, is the only way to have a consistently dominant Jiggs. Rests and edgeguards are great killers but are very hard to pull off consistently, so your number 1 priority and main strategy should be to rack up damage fast and Fair or dash attack (best killers with minimum risk IMO). Fresh fair DDD at around 140% and he’ll likely die, and it’s way lower % for everyone else according to weight, and even lower % when they are off the stage to the end of the screen. You want to master her aerial mobility horizontally, always going in and out, or landing behind them (never land in front to avoid shield grab and other punishment). Remember that Jiggs has an amazing grab range, especially her running grab which seems to slide forward. Chasing people in the air, especially off the edge, forces people out of their comfort zone and makes people air dodge. Keeping up this pressure will force the air dodge and other habits that you can take advantage of. When you can realize the pattern, it lets you put moves in correct spots to take advantage, and if they air dodge into the ground near you, this opens up the grab game. example: When you knock someone off the edge, chase them with fairs. When you get close, find the spot where you can either Fair him, or fast fall Fair the spot where he air dodges. If you can cover both bases, then this is a trap for your opponent that he must find another way out of. When you are on the stage, and people fall from above, bair and fair them to force a defensive maneuver. Falling uairs are also a great psuedo-juggler when people air dodge into the ground. When you notice a pattern of air dodges or falling aerials, punish with the grab, punch(es), and throw (13-19% damage depending on punches). Uthrow forces them back into the air, and the process can repeat. Bthrow can put them off the edge, and the process can repeat. When they get used to your grab tricks, merely go back to an aggressive aerial game and force them to adjust. The key is forcing them to make a choice and being able to react to cover all options.
That’s all I can think of right now, Thanks for bearing with me. As I said I’m sure many of you already know a lot of what I’m saying but hopefully I could be of some use to some people. Sometime I’ll record my jiggs in action to show some of the things I teach.
-Various Tech -
Learn to master various short hop aerial techniques to keep a good pressure game, as well some good full hop aerial techniques.
-SH bair to falling bair/uair. : spaced SH bair to falling bair is great for an aggressive opponent who tries to punish the first bair. Landing with Uair will also connect against these types, and often combos into grab at low %. nair also works.
-SH bair to air dodge : FF air dodging is the fastest way to reset Jiggs after an aerial. Also, Jiggs horizontal air dodge length is tremendous, and can often traverse behind your opponent or space yourself from him. SH bair into air dodge behind them is a great way to sneak a grab on a less aggressive shielding opponent. SH bair into air dodge is also the fastest way to throw out a Dash attack as quick as possible. Try using Forward and Down on the Cstick to dash-attack the moment you land (Cstick is better than A because it prevents accidental Fsmashes), to take advantage of the dash attack’s large, fast, and somewhat strong hitbox (KO move in later %).
SH Dair to grab: Amazing tech, this works almost flawlessly on everyone when performed correctly. If your opponent shields your dair, you can merely back away and try something else. When they realize you are grabbing out of dairs, they will almost always start dodging to avoid the grab when they are able to. If you notice they are consistently dodging when you dair, time a rest or Fair, or delay your grab accordingly.
When on the ledge, if you jump up (not ledgehop, but just press jump), you can act immediately after you are above the ledge. You can complete a jumping dair into falling bair before you land from the ledge jump when done correctly.
-Things to Know-
-Grabbing: I cannot stress enough how good Jigglypuffs grabs are at racking damage. There are tons of ways to land a grab, like bair to air dodge behind them, or SH dair to grab. Remember that Jiggs grab-punch does 3-4% damage per hit, plus an additional 9-11% per throw, meaning comboing into a grab can make for a large amount of damage. example, a dair into grab, 2 punches, into thow, can rack around 25-30%, all within a simple combo. Utilizing grabs at over 100% lets you punch more with less chance of your opponent escaping, combined with throws racks up necessary damage for easy Fair kills.
-Resting!!
I was terrible pulling rests off and I had omitted from even trying to use it because of the risks, but I see there is a thread entirely devoted to rests so you may want to go there for information on actually landing the rest. However, the best and most consistent way to pull of a rest in my experience has been to do it when people roll into you. example: keeping pressure on an opponent with bairs and fairs, keep moving forward with your attacks, like you are on the offensive. Sometimes Dash attack knocks them to the ground, and chase after them. This makes opponents tend to roll into you, because they think you are chasing them. Merely hold down at a reasonable roll distance, react to the inside roll, and press B. This is the only way I’ve gotten rests to work consistently, minus gimme rests from laggy moves, (various upB landing lags and other laggy moves.), and the ever risky powershield to rest. REMEMBER to only rest when you A. Know the correct % that rest will kill, and B. When you are at a low enough % to not be killed. (I prefer under 10%).
-Rollout
Rollout is a good recovery option, you can aim for the stage, platforms, or a ledge autograb. It is punishable by smart people so be wary of overusing it. You cannot change direction in the air, but you CAN hold the other direction and you will slow down and turn around upon landing. You still use up roll power while slowing down, so if done at the right height and time of rollout, you will essentially slow down in midair and stop upon landing. You can also act out of rollout while ending in the air, so if you rollout into someone’s shield, don’t hesitate to simply go off the ledge to avoid being punished. It has great KO power, but if someone is over a decent kill %, remember that you won’t need a full charge rollout to kill people. If you are close to them and start a rollout, they may try to time an attack or shield when you get there, but not using the full charge will beat them to the punch. Also remember, rollout is GREAT for picking off the unsuspecting in teams!!!
-Pound
Pound is an all around great move to just use whenever. Although the hitbox stays out a while, it has decent lag time so don’t use it enough that people will expect it. Pound can kill people at higher % near the top of the screen, so chase people up high if you knock them up there. Continue to do aerials once pound is complete, such as pound to falling uair (delay uair if they air dodge), as it lets you hover somewhat upon ending.
-Caution
Players will pick up on your tricks, so remember to stockpile information and not make the same mistakes more than once. Good players will catch onto my aerial tricks, like my barrage of offensive bairs, and try to merely shield my aerial into their own attack while I am near them (marth fair, DDD utilt, snake utilt etc.). When you see this happen, try doing more empty short hops! Your opponent will try to counter your attack by waiting in shield, so throw in an empty short hop and just land and grab. the Empty short hops mixed in with the real attacks will keep your opponent guessing and force him to change up his game.
-Switch up your Style
Alternating between a pressure game and a grab game, and knowing when to do so, is the only way to have a consistently dominant Jiggs. Rests and edgeguards are great killers but are very hard to pull off consistently, so your number 1 priority and main strategy should be to rack up damage fast and Fair or dash attack (best killers with minimum risk IMO). Fresh fair DDD at around 140% and he’ll likely die, and it’s way lower % for everyone else according to weight, and even lower % when they are off the stage to the end of the screen. You want to master her aerial mobility horizontally, always going in and out, or landing behind them (never land in front to avoid shield grab and other punishment). Remember that Jiggs has an amazing grab range, especially her running grab which seems to slide forward. Chasing people in the air, especially off the edge, forces people out of their comfort zone and makes people air dodge. Keeping up this pressure will force the air dodge and other habits that you can take advantage of. When you can realize the pattern, it lets you put moves in correct spots to take advantage, and if they air dodge into the ground near you, this opens up the grab game. example: When you knock someone off the edge, chase them with fairs. When you get close, find the spot where you can either Fair him, or fast fall Fair the spot where he air dodges. If you can cover both bases, then this is a trap for your opponent that he must find another way out of. When you are on the stage, and people fall from above, bair and fair them to force a defensive maneuver. Falling uairs are also a great psuedo-juggler when people air dodge into the ground. When you notice a pattern of air dodges or falling aerials, punish with the grab, punch(es), and throw (13-19% damage depending on punches). Uthrow forces them back into the air, and the process can repeat. Bthrow can put them off the edge, and the process can repeat. When they get used to your grab tricks, merely go back to an aggressive aerial game and force them to adjust. The key is forcing them to make a choice and being able to react to cover all options.
That’s all I can think of right now, Thanks for bearing with me. As I said I’m sure many of you already know a lot of what I’m saying but hopefully I could be of some use to some people. Sometime I’ll record my jiggs in action to show some of the things I teach.