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- ===========================
- =Jigglypuff: A Primer = ver. 10
- ===========================
- Table of Contents:
- ==================
- Summary.............................................[SUM]
- Moveset.............................................[MOV]
- Moveset Analysis....................................[ANA]
- Custom Moves........................................[CUS]
- Rest KO %s..........................................[RKO]
- Additional Techniques...............................[TEC]
- Matchups............................................[MAT]
- Stage Analysis......................................[STG]
- ==============================
- .-------------------------------.
- | Summary | [SUM]
- .-------------------------------.
- Jiggs is a character that excels at bait/punish play, partially due to its moves being
- unsafe/punishable when blocked, and because its positioning in the air and ground allow Jiggs to
- be in a prime position to punish unconnected moves. This means that many matchups require
- Jiggs to be played patiently. Despite this, Jiggs is very rewarding character to play, whether
- it's chaining aerials, getting gimps offstage, or landing that Rest. Jiggs has good damage
- grabs, a great air game, and the best high risk high reward kill move. These factors and the way
- its aerials chain into each other allow Jiggs to be very aggressive in many matchups, and can do
- amazing things when given momentum, often literally taking the opposing character to the side blast zone.
- Remember to mix it up. Trying to constantly fish for a Rest at low and high percents will make Jiggs
- very predictable, same goes for only ever trying to approach with aerials, as each individual
- component of its moveset is limited and predictable if spammed.
- ==Pros:
- -Rest
- -Strong aerial game
- -floatiness allows it to escape some combos/multihits
- -buffed kill moves in bair, rollout, rest
- -hard for many characters to deal with due to aerial positioning
- -gimps well
- -smooth aerial play, esp. with an aerial attack out (better controls)
- -all of its non-jab moves do ~10% per hit
- -Rest combos at low percent, flower usually builds damage into Rest KO%
- -Sing now viable
- -Nair/fair beats out almost all of the weak projectiles
- -taxi service to side blast zone with aerial strings
- -high damaging moves means it'll clash/clank with many moves
- ==Cons:
- -feet don't have much range in comparison to other disjoints/swords/claws/magic
- -most everything is unsafe on shield
- -vulnerable to counters with decent power lingering hitboxes, no disjoints, and light weight
- -lightest character in the game, dies early
- -struggles with super fast characters
- -struggles with characters that outrange its feet period
- -Rest is unsafe against certain characters if it doesn't star KO (random chance)
- -instantly dies when shield is broken in a game where shield breakers are buffed and new ones added
- -remaining in the air leaves Jiggs with fewer defensive options due to lack of directional dodge and shield
- ============================
- .-------------------------------.
- | Move Set | [MOV]
- .-------------------------------.
- Move Damage Frames (active hitbox)^
- =====================================================================
- Jab1 : 3% 5-6 //sync
- Jab2 : 3% 5-6 //sync
- Dash attack : 12% 5-9
- Dash (sourspot) : 8% 10-21
- Ledge attack : 6%
- Getup attack : 7%
- Ftilt : 10% 7-10 //sync
- Dtilt : 10% 10-12 //sync
- Utilt : 9% 9-15 //sync
- Fsmash, charged : 15% , 21% 16-19 //sync
- Fsmash, charged (sour) : 12% , 16% 20-24
- Dsmash, charged : 11% , 15.33% 14-15 //sync
- Usmash, charged : 14% , 19% 16-20 //sync
- Usmash, charged (sour) : 12% , 16.75% //sourspot in front/towards the end, same frames
- Grab 6-7 //sync
- Dash Grab 8-9 //sync
- Pivot Grab 9-10 //sync
- Grab pummel : 3.10% 10-11 //sync
- Fthrow : 10%
- Dthrow : 4% + 6% = 10%
- Uthrow : 10%
- Bthrow : 10%
- Nair (strong hit) : 11% 6-7 //sync
- Nair (weak hit) : 6% 8-31
- Fair (strong hit) : 9% 8-9 //sync
- Fair (weak hit) : 6% 10-21
- Dair : 1.5% 7-8, 10-11, 13-14 //sync
- Dair (final hit) : 2% 16-17
- Uair : 9% 9-22
- Bair : 13% 12-14
- Rollout : 7%-14%
- Pound : 11% 13-29 //25E
- Rest : 20% 2-4 //272 //sync
- Rest!flower : 36%, (56% total)
- >>Landing lag frames
- Nair : 15
- Fair : 15
- Bair : 18
- Uair : 15
- Dair : 30
- Air Dodge : 22
- *Fresh moves have a 1.05x boost in power in real games
- *Jiggs aerial movement control increases when it has an attack hitbox out (practice with nair)
- ^Frame data may be off by one for the ending frame on //sync marked moves (add 1 to final frame if wrong)
- [credit]Humpy Thrashabout @smashboards for frame data derived from Dantarion's data mine of v1.04
- @ http://opensa.dantarion.com/s4/mastercore2/index.php?char=purin&mode=view104
- ===========================
- .-------------------------------.
- | Move Analysis | [ANA]
- .-------------------------------.
- =======
- ==Jab== //Decent in a pinch, tends to be unsafe depending on matchup
- =======
- Decently quick, second hit has deceptive range. It has a ~45 degree trajectory, so it'll often
- lift opponents off the ground just the slightest. The landing lag generally allows you to get
- into another two hit jab combo if they're close enough or a ftilt. Other characters can beat
- your jab by merely jabbing back with faster/better range jabs, so take care on matchups. Can chain
- into another jab combo, dash attack, or grab depending on %.
- [video]http://a.pomf.se/svdvvc.webm //at 00:009, note the lifting trajectory causing landing lag,
- //allowing Jiggs to string several jabs into a dash attack against characters who do not have
- //fast jabs/nairs in return
- ===============
- ==Dash Attack== //fantastic for punishing rolls and can KO
- ===============
- It has good damage and horizontal movement for the active hitbox, allowing you to punish many
- character's (not all) dodge roll. It has ~35 degree trajectory at mid
- percents, and an almost 0 degree trajectory at very low percents. At low percents,
- this is incredibly unsafe as the knockback is minimal and will leave you helpless
- against their jab/grab. At higher percents, this is a great kill move, especially
- at the edge of the stage. Lingering hitbox means it's great to edgeguard and to punish
- ledge getup attacks/stands. At mid percents, will chain into itself and is a good option
- to get opponents offstage. It has a strong hit with good KO power at high% depending on close
- to the ledge you are early into the animation; the sourspot has drastically reduced KO power.
- =========
- ==Ftilt== //fastest ranged move on the ground
- =========
- It has decent range, allowing you to follow up a jab combo at lower percents for good damage.
- It has ~30 degree trajectory, putting them in a favorable position to chase in the air from
- low-mid percents and up. Can be angled up/straight/down.
- =========
- ==Dtilt== //longest ranged tilt with good trajectory
- =========
- Your ground tilt with the longest range. It has a ~10 degree trajectory and decent knockback,
- allowing it to be very effective in keeping things away. It's a good move
- and sets up opponents favorably offstage, but there aren't any set situations for which
- to set it up.
- =========
- ==Utilt== //strong vertical knockback and can KO, at low% can chain into Rest
- =========
- The hitbox extends slightly in front on you; if you can overlap your face into their hitbox,
- it'll likely hit. This move hits up to about half a Jiggs body length behind you with strong
- vertical knockback (~90 degrees), and can KO at high percents. Jigg's poor vertical jumps
- means it can rarely follow up, but you can use it as an opportunity to juggle as they come
- down. At low%, you can utilt into a short hop Rest, this is confirmed to be a true combo by
- the game. This move actually kills earlier than Usmash will and is so much more disjointed than
- usmash is. Don't underestimate this move.
- ==========
- ==Fsmash== //strong KO move with starting and ending lag
- ==========
- This move has deceptive range in that you think it'll have more range that it actually has.
- This is a strong move (highest damage short of Rest), and is one you want to learn to space to
- punish rolls and landing lag when you can, as it has notable starting and ending lag where
- there is no hitbox active. Landing a kill move of this strength will get you miles ahead of
- the match. Spacing yourself to avoid an incoming fair and fsmashing their landing lag is a good
- way to land it, partially matchup dependent. You can use this to 'contest' spot dodges in a
- weird case where the startup lag is beneficial. Your best smash attack. It has a sweetspot with
- more damage and knockback at the start of the animation, and a sourspot at the end with greatly
- reduced damage and knockback.
- ==========
- ==Dsmash== //strongest horizontal knockback to punish poor recoveries
- ==========
- This move has strong knockback and has a 0/1% trajectory, a rare and valuable quality. This is
- ideally used against characters with poor horizontal recovery (where it can snag you a gimp
- with zero offstage work), and can be used to punish dodge rolls (but be aware of its
- comparatively short range). A great tool in Jigg's aresenal. This move is your best punishing move against
- characters who like to cling to the ledge while not having invincibility, as the straight horizontal
- knockback will make it extremely difficult for most all of the cast to recovery, and its ability to hit
- slightly below the ledge/hit ledge hanging targets while you're on stage. This is a great move to charge
- and release against characters whose recoveries tend to overshoot the ledge (assuming they don't have
- armor like Charizard/Ike), as you always win this trade. Charging this is akin to a fourth taunt.
- ==========
- ==Usmash== //decent KO move that's safer but harder to hit
- ==========
- This is a decent vertical KO move with a 90 degree trajectory. Can be done out of a dash,
- giving it more opportunities to see use compared to other smashes; however, the small range
- means it's harder to land in conjunction with Jigg's slow run speed. This is hard to land, but
- a great move to use to punish overshot recoveries and other moves that leave characters
- helpless falling down to the stage due to its immediately high payoff because it's relatively
- quick and has only little lag. Probably the least powerful of your smashes in getting KOs, but
- second most reliability in landing. This move has a sweetspot during the start when Jiggs swings its
- head back and up, and a sourspot at the end of animation, when Jiggs swings its head forward which has
- greatly reduced kill power.
- ==========
- ==Pummel== //everyone should use this more often
- ==========
- Jiggs has great grabs for racking damage and has an nice, strong pummel; this is only
- magnified with how safe shields are in Smash4. Always try to work them in when you can.
- There's nothing to hate about racking good damage and refreshing your stale moves.
- ==========
- ==Fthrow== //Decent when used to get them offstage, but bad trajectory
- ==========
- All of Jiggs throws do a good 10% damage, so feel free to mix them up if you aren't planning a
- follow up. Fthrow has a 45 degree trajectory. This is decent to throw them offstage when you
- can, but Jiggs can't follow up on this due to poor horizontal movement and poorer vertical
- movement after its second jump. Use to throw offstage or to keep your other throws at a
- fresh-ish 10 to maximize damage.
- ==========
- ==Dthrow== //Okay vertical throw
- ==========
- This has a ~75 degree trajectory and is another throw that Jiggs can't follow, but can lead to
- juggling on the way down. Use this to keep things fresh.
- ==========
- ==Uthrow== //Okay vertical throw
- ==========
- This has 90 degree trajectory and is the closest thing Jiggs has to a 'killing' throw, but
- only at percents ~250%+. Use it to vary things up and to punish characters with poor downward
- aerials as you chase/juggle them on their way down.
- ==========
- ==Bthrow== //Best throw, love it
- ==========
- This is your best throw. It has decent knockback at ~37 degree angle behind you. This is the
- best move to get characters off stage for a gimp. This throw also has the lowest angled
- trajectory, meaning it's the best move to give you a chance of following up. If you don't
- think you can really follow up due to stage positioning, consider using another throw to keep
- this one fresh and prevent them from getting used to vectoring this correctly.
- ========
- ==Nair== //Your best aerial, and your best friend
- ========
- If Jigglypuff is a chess simulation, Nair is the King, a jack of all trades with all the right features
- to make it the most valuable aerial you have. It has good damage (not best), good knockback (not best),
- the about tied for the longest lingering hitbox with Pound, and is the only move in your kit that
- actively sets up for follow ups aside weak hit fair(no true combos). It has the Sakurai Angle
- trajectory (horizontal at low percents, diagonal at higher to prevent landing lag abuse at low
- %s), but settles ~37 at mid percents and up. This is the best move to gimp with due to
- lingering hitbox. This is a sex kick: this has a 'strong hit' hitbox when it first comes out,
- then a lingering 'weak hit' hitbox after that. It's a strong kill move option offstage with
- the strong hit, it's a great follow up starter with the weak hit on and off the stage. This
- move combos better the more stale it is, and gimps/kos offstage better the fresher it is. This
- move has weird priority/hitbox which stems from nair actually making Jiggs hurtbox smaller, while having
- decently disjointed hitbox all around it (greatest hitbox/hurtbox ratio). Learn to short hop your nairs to
- approach (not safe on shield), and to fast fall this from second jump height and up. You can
- use this to force characters to use their recovery moves earlier than they mean to when used
- to chase offstage due to how long it lingers and its good trajectory. Nair is king because it
- is your most valuable aerial. Learn to short hop it, learn to full hop it to hit the top of a shield
- and land behind an opponent, learn to chain weak hit nairs into fair/nair/Rest!, learn to gimp with nair,
- etc. The hitbox is basically 90% of Jigg's body, starting at Jigg's feet. King for being so versatile
- despite losing out to most all other moves in each category, king for being the most valuable move you have.
- ========
- ==Fair== //Longest forward ranged aerial with minor sex kick effect
- ========
- This is your fastest aerial with the longest reach. This has good power and okay knockback,
- and is your third strongest offstage killer (with a hitbox that lasts longer than bair). This
- is a weirdly good move to punish charging smashes that don't have superarmor due to how its
- speed and range, often beating out their reaction time in releasing their smash. The weak hit
- isn't as good as setting up follow ups as nair is onstage, but is decent in its own right. The
- semi-low knockback can be used to set up chains of aerials offstage between nair and fair.
- This requires practice, knowing when to preemptively add an extra jump, which move to use,
- where to place yourself, and reading how your opponent moves/jumps/etc. Learn to balance both
- fair/nair, as they can both serve to create follow ups at various percents and staleness.
- Perfectly spaced tips the retreating can be safe against shields on non-fast runners, and is your best
- spacing move in many matchups with characters with disjoints. Learn to short hop/full hop fairs into
- a retreat so you land/jump away from their grab range.
- ========
- ==Dair== //Multihits, can shield poke, rarely spikes, immense landing lag
- ========
- This is a multihit move that does 2%/1% for most hits and a stronger final hit at the end. The
- final hit has a bigger hitbox and knocks them up. This move can shield poke if you decend on
- their shield and they either let up too early or it pokes their feet with the hitbox. This
- move has a weak spike effect on most of the hits before the final strong hit, meaning you'd
- have to hit them and then move out before the final hit, meaning this will rarely happen with
- the new multihit mechanics in Smash4, but is a possiblity. The final hit has a deceptive
- hitbox, and will often hit when neither of you expect it to. It's a great move to punish dodge
- rolls due to its lingering hitbox, and the final hit knocking them up for a follow up aerial.
- Don't try to approach with it while in grab range, it's unsafe on shield, and unsafe if you
- land during the move due to high landing frames. When using this from any jump beyond the first,
- learn to fast fall these in order to hit the opponent.
- ========
- ==Uair== //It exists, and chains into rest at low%
- ========
- This has 90 degree trajectory with decent knockback. At low percents, you can short hop a uair
- into a short hop Rest, putting you at a 56% lead near the start of the match if you pull it
- off. It can sort of juggle at mid percents, and can poke at high. The hitbox starts behind you
- and move forward. It's the only move that has a hitbox above you in the air, so will never truly
- be useless. Hitbox lingers a decent amount for juggling. The hitbox size is about half of Jigg's
- body above it, actually making it one of Jiggs' most disjointed aerials. Best move to punish the jump
- option against opponents on the ledge.
- ========
- ==Bair== //Your most reliable kill move
- ========
- This is an incredibly strong move, able to kill near the side of the stage relatively early,
- and especially off stage. This has a ~37 degree trajectory. This move has the shortest
- duration, so requires precision. Try not to use this too much at low percents, as its power
- fresh as a kill move with relatively no drawback is unparalleled in Jigg's moveset; don't use
- this like melee/brawl Jiggs did as a spacing tool, this move has been repurposed. This move has
- a sweetspot closer to Jigg's body, and is sour/weaker at the tip; this only applies to knockback
- as the damage is the same throughout. A pretty good option to punish the jump from ledge grabbing along
- with uair. The sweetspot is about 79% more base knockback (credit: ZHMT @ Smashboards), making sweetspot
- bair basically one of the strongest moves in your moveset. Learn to space it so you hit close to your body
- and not the tip when you want to go for the kill (but don't be predictable, if you constantly approach
- your opponent backwards, it's not hard to see what you're trying to do). Don't forget you can Reverse
- Aerial Rush (RAR) this move to aid in KOing (run > reverse direction > jump > bair is now in front).
- ===========
- ==Rollout== //Kills you, kills them
- ===========
- This move will get you killed with the slightest misinput. However, this is a strong kill move
- that's less punishable than others when used correctly, and so is very valuable. Treat it as
- carefully as Rest and it'll do you better than Rest does due to how much more often it's
- available to use. This has good knockback at higher percents and has ~30 degree trajectory. It
- fully charges really quickly (gold flash ~2second) and is always released first in the
- direction you were facing when you started charging. When fully charged, it will roll for a
- length of about ~1.5x the length of FD before freeing you from the roll. Practice so you have
- a general idea of when you'll stop (you can estimate it to land near your enemy, who will
- react slower than you can plan a grab/ftilt/etc if you are self-aware of Rollout). You can
- release this before it's fully charged after a certain point and it will still do decent
- knockback. This is a nice move to punish charging smashes, landing lag, whiffed recoveries,
- etc. Very punishable, but it has uses and isn't always terrible. If you toggle this back and forth
- while passing through an opponent's shield, this will shield break; this is really only possible with
- lag allowing you to input so many back and forth movements. This move can bypass some counters like
- Marth/Lucina/Shulk's depending on positioning and speed.
- =========
- ==Pound== //lingering hitbox and semi-halted movement makes it a good tool for mixups
- =========
- It has decent priority, a deceptively lingering hitbox (lasts as long as its hand is out), can
- still be slightly angled up and down (not enough to boost recovery as in Brawl). There is no
- significant difference between a grounded and aerial pound, which makes it less useful; it
- isn't safe on shield, despite being able to 2hit into a shield-break, so its shield eating
- properties aren't that great given how fast shields recharge. Hitbox only exists on its hands,
- so is generally inferior to nair, which has a hitbox that extends into Jigg's body. It has ~80
- trajectory. This move's lingering hit allows you to mixup your timings, allowing you to punish
- opponents who try to rush in and punish your ending/landing lag. Practice mixing this up against
- aggressive opponents. This move does 64% of a full shield (Shields have 50HP), allowing you to 2-hit
- shieldbreak, but due to how fast shield regen in this game, it's difficult unless you chain Pound >
- Rest into each other. The shieldbreak stun lasts long enough for you to get a Rest in. The high
- damage makes this a great move to clash/clank with many, many moves.
- ========
- ==Rest== //The reason why you main Jiggs
- ========
- This is the definition of high risk, high reward. Greatly buffed from Brawl (but slightly
- nerfed from Melee), this move has a hitbox only a little smaller than Jigg's body, meaning you
- want to overlap to guarantee the hit. The vertical knockback is ideal as it seems it's faster
- to kill off the top than the sides. You stay asleep for ~5 seconds before you can act again.
- This kills stupidly early, learn the %s where this is applicable to the cast to maximize kill
- speed. At 0%/really low%, you can chain utilt/uair into a short hop Rest, and at other times
- can be set up with hard reads, crouch into shorthop Rest, Sing setups, can be used out of
- shield to punish attacks on shield at Rest KO % for immediate kills, and is a game changing
- punishing tool on dodge rolls and ledge getup choices. The flower adds up an amazing amount of
- damage, but has this tendency to sometimes fall off if the target is blast off the screen, but
- not past the blast zone. This means Rest is maximized early in the match and at kill%. The hitbox comes
- out on frame 1-2 (testing needed for exact), and leaves you with a slight period of invincibility after
- the hitbox comes out (about as long as it takes for Jiggs to close its eyes and stop glowing).
- [video]http://a.pomf.se/hmvfph.webm
- ========
- ==Sing== //A great setup for Rest/smashes at high%s, but still risky
- ========
- Sing has three pulsing hitboxes with a bit of starting lag; you can test this by singing lvl 9
- CPUs, who will shield all three hitboxes. The sleep duration is proportional to knockback and
- likely can stale. Sleep duration is based on two things: % (determines max time), button
- mashing (how early they can get out). Against a person who doesn't mash much, you can Sleep
- them ~65% and still move before they wake; ~90% for those with decent mashing skills, ~110%+
- for lvl9 CPUs and the most dedicated of mashers. Sing becomes a fantastic setup for a
- guaranteed kill at high percents, making it a high risk, very high reward move. Can be ledge
- cancelled for a safer way to possibly land the sleep. You can only put grounded opponents to sleep, and
- Sing's hitboxes will trigger counter, so remember the situations in which you can't use it.
- =========================================
- .-------------------------------.
- | Custom Moves | [CUS]
- .-------------------------------.
- I'm basing the usefulness of these moves for standard competitive/For Glory play (whether that's
- 1v1, teams, or FFAs, all are considered). You'll find that most of these custom options aren't really
- that good, but you still have a semblance of choice. Certain moves do much better in multiplayer games
- (Relentless Rollout does better in Team Attack: ON; Raging/standard does much better in Team AttacK:
- OFF; etc), and certain customs are much better in Smash Run (Leaping Rest acts as as third jump and
- the two hitboxes (initial and jumping) means it's a better move than standard Rest against the Smash
- Run ensemble. Please keep this in mind as you read my opinions on these moves.
- ===========
- ==Rollout==
- ===========
- ==Custom2: Relentless Rollout==
- This move is decent, allowing you to move past opponents on hit rather than getting stuck in the
- bouncing hit lag of the regular Rollout. It can be used like Sonic's dash attack in allowing you to
- not be punished on shield and lets you do decent damage in multiplayer games. Personally, I find the
- weakened damage and near non-existant knockback to be a major change from the way I use Rollout as
- a punish with KO potential, but it isn't a terrible option to consider. Remember that this move will not
- clash or clank like the old Rollout will due to its very low damage.
- ==Custom3: Raging Roll==
- Boosted damage and knockback, but you can't turn. This would be a strong punishing move if it didn't
- also increase the charge time. The inability to turn actually reduces potential damage, as you often
- find yourself hitting on the return path when using Rollout, and cycling back and forth between a
- shielded opponent can lead to a shield break. I'd personally pass on this as well. This could be a
- decent move in multiplayer, but haven't been able to test it there.
- =========
- ==Pound==
- =========
- ==Custom2: Sideways Pound==
- This move has reduced horizontal momentum in exchange for horizontal knockback. This would be a
- great move for gimping and setting up offstage play, but it seems the knockback is mostly fixed with
- a terribly scaling growth. You won't ever kill with it, nor will it knock them off significantly
- offstage should you use in on the ledge. This and the reduced horiztonal momentum makes this a pass
- for me.
- ==Custom3: Pound Blitz==
- This is an interesting move. You get slightly more horizontal momentum, Pound becomes a multihit move, and
- you lose its shield damaging properties as payment. This is a decent alternative to Pound and is a
- great move for shield poking and punishing greedy shield grabs. In a tactical perspective, you lose
- the ability to really punish aggressive play with the old Pound's deceptively lingering hitbox, but
- this move is decent it its own right. Has largely vertical knockback (~90 degree). It loses most of its
- priority due to the lower damage hitboxes, so please keep in mind this move no longer clashes/beats moves
- it used to due to low damage.
- ========
- ==Sing==
- ========
- ==Custom2: Hyper Voice==
- So, in past iterations, this would have been the go-to custom. This has a larger hitbox, does damage,
- and can be ledge cancelled to get one burst off before regrabbing the ledge. However, Sing is very
- useful in Smash4, and is the best punishing move at high%s that Jiggs has in For Glory and in any
- situation where there is in-game lag/latency (which makes landing Rest infinitely harder). Despite
- being able to hit airborne opponents, you can still be punished on hit, and offers so little to make
- up for the amazing punishing tool regular Sing is. Avoid.
- ==Custom3: Spinphony==
- The worst custom for possibly any character, and definitely for Jiggs. It does even less damage than
- Hyper Voice, and turns your opponent away. It has a larger hitbox, but it's slow and laggy, making it
- unable to be normally ledge-cancelled (must drop and double jump to get one hitbox out). Despite
- the potential to be used like Mario's cape for recovering opponents, this can only happen with the first
- hit* as the second hit's 1% damage will give them their upB back. If you use this move without ledge
- cancelling, you cannot stop the long animation and will die offstage even if you use it at near max height.
- Don't use this move.
- *It's possible that hte first hit does .5% damage, making this a move with literally zero uses.
- ========
- ==Rest==
- ========
- ==Custom2: Leaping Rest==
- This is a sidegrade that's also mostly a downgrade. This moves has two hitboxes and shoots you up
- a significant amount. It keeps the original Rest hitbox that gives you a flower with reduced damage,
- knockback, and flower duration (it'll kill Mario ~120% from center stage). What it adds is a leap which
- goes about 4-5 jumps in height and has an additional hitbox as Jiggs goes up. Assuming you use Leaping
- Rest on the ground and hit them near the top of its height, it will KO Mario around 100%. This would make
- this move a decent move (though a downgrade from standard Rest). What this move has over standard Rest
- is that it can be comboed into. Around ~100 Pound Blitz will combo directly into Leaping Rest KO, and 85%
- Uthrow will combo into Leaping Rest KO after a short hop (which honestly makes it more likely to land since
- you can follow their vectoring, but harder to aim since it isn't a direct combo), and at 90% utilt will chain
- immediately into Leaping Rest KO (all tested on Mario with little vectoring). This does leave you vulnerable
- in sleep for about as long as regular Rest is, so is just as dangerous when whiffed. It has less KO potential
- than standard, so will always be inferior given that the risk is exactly the same. However, it does offer
- a unique move that allows Jiggs to attack opponents above it in a way that no other move does and it has
- combos/chains into Leaping Rest, making it not a terrible move, just really bad in comparison. I'd definitely
- recommend trying it out just to see what it's like, despite vectoring turning most of the combos into chains
- and read dependent.
- ==Custom3: Wakie Wakie==
- So, this sounds awesome until you realize that the explosion costs Jiggs the regular Rest's near
- instantaneous hitbox. The explosion is about double Jigg's normal body radius and is Jiggs most
- disjointed option aside from Spinphony. It isn't absolutely terrible, since you can technically combo
- this off of Sing and has a large disjoint for multiplayer games, but it simply cannot compete with
- what Rest can do (beats it in damage, KO power, and utility in getting out of mulithits). This does
- have a windbox that pushes opponents away.
- ----------------------------
- ==Personal Recommendations==
- ----------------------------
- The only real choice Jiggs has in customs is deciding between Pound/Pound Blitz.
- Sing has completely inferior options, and Rest is incomparable (though Leaping Rest is more of a
- playstyle shift than anything else, despite losing out overall). Relentless Rollout isn't terrible,
- but I feel you just get more out of the standard Rollout; this I leave to personal preference.
- Pound Blitz is a really nice mulithit (esp. with the way Smash4 improved multihit reliability),
- but regular Pound can get you that possible shield break and linger hitbox hit.
- Rollout : Standard (Relentless optional, but not advised for 1v1s)
- Pound : Standard (Blitz optional, but know its limitations)
- Sing : Standard
- Rest : Standard
- For Smash Run, I prefer:
- Rollout : Relentless (going through is always better than being stopped)
- Pound : Blitz (personal preference, multihit is nice, Standard is just as good)
- Sing : Standard (you won't be using this except in possibly the final match, thus standard)
- Rest : Leaping or Standard (Leaping is a third jump, but all leave you vulernable so I avoid
- using it during an actual run except in the final match).
- //Smash Run is wholely dependent on playstyle, though, so choose whatever you like best
- =========================================
- .------------------------------------------------------------------------.
- | Rest Kill %s (Tested in training mode FD; no Vector, minimal/zero DI*) | [RKO]
- .------------------------------------------------------------------------.
- [Character] [Kill%] [WiiU KO%] [Sing>walk>Rest exceptions]#
- ===============================================================
- Jigglypuff 43 38
- Game&Watch 46
- Kirby 49 Unable
- Rosalina 50
- Olimar 52 Partial
- Pikachu 52
- Sheik 52 47 Partial
- Fox 53
- Palutena 53 Partial
- Peach 53 Partial
- Zelda 53 Partial
- Greninja 54
- Metaknight 54
- Zero Suit Samus 54
- Falco 55
- Toon Link 55
- Wii Fit Trainer 55 Partial
- Luigi 56 Partial
- Ness 56
- Sonic 57
- Pacman 58
- Villager 58
- Dark Pit 59 Partial
- Pit 59 Partial
- Robin 59 Unable
- Yoshi 59
- Dr. Mario 60 Partial
- Little Mac 60
- Lucina 60
- Mario 60 54 Partial
- Marth 60
- Diddy Kong 60
- Bowser Jr^ 61
- Samus 61
- Charizard 62
- Duck Hunt 62
- Link 63
- Lucario 63
- ROB 63
- Shulk" 63 56
- Ganondorf 64
- Wario 64
- Captain Falcon 66
- Clown Car^ 66
- Bowser 66 60
- Ike 66
- Megaman 66
- Donkey Kong 71
- DDD 78 71 Unable
- //WiiU versions KO about 6% faster
- *unlikely, but possible variance of +/- 1%
- **Fast fall-ness and floatiness affect Rest KOs, fast falling good, floaty bad
- ***Mii fighters untested
- #Partial: requires walking into hitbox into immediate rest while maximum overlap
- #Unable: cannot Sing > walk into Rest, must short hop or dodge roll to Rest.
- ^Bowser Jr and Clowncar have separate hitboxes with different knockback properties
- "Monado arts untested due to limits of Training Mode
- ========
- ==Rage==
- ========
- Rest is affected by Rage, shifting these KO%s further down in your favor the more
- you get damaged.
- Ex. On the WiiU: Jiggs at 150% KOs Mario with Rest at 29%
- [credit] ZHMT @smashboards for WiiU %s
- ==========================
- .-----------------------------.
- | Additional Techniques | [TEC]
- .-----------------------------.
- =========================
- ==Sing Ledge Cancelling==
- =========================
- While hanging on the ledge, you can drop down, jump, Sing, and grab the ledge on the way down
- to punish those who are standing at the ledge.
- [Video] http://youtu.be/4eYXJnfnk0k?t=1m10s
- =================================
- ==Ledge Shield into Rest Punish==
- =================================
- When the opponent is at the ledge, you can go to the edge and shield. Between the four options
- (jump/drop, attack, stand, roll), you can punish attack and stand into a Rest.
- [video]http://a.pomf.se/sjkcex.webm
- =========================
- ==Crouch to Rest Punish==
- =========================
- Jigglypuff's uniquely short crouch allows it to avoid many grabs/smashes/projectiles after
- dropping shield next to a character, allowing you to quickly jump and Rest in response. This
- is best explained by the following video:
- [video]http://www.youtube.com/watch?v=y30q6kw2qPw
- On a related note, you can use Rest out of shield to nab KOs, considering how often you find
- yourself shielding near your opponent.
- ===============
- ==Camera Gimp==
- ===============
- When the opponent is knocked offstage and offscreen, try chasing the opponent as close as you can.
- This causes the camera to zoom into the two of you, and reduces visibility of the stage. This
- isn't a problem for Jiggs, who only needs a jump or two to get back on stage. Against non Jiggs
- players, however, this can easily cause them to misjudge the distance to the stage in between
- avoiding getting gimped by Jiggs. This will cause many opponents to either upB too early or
- to late, and all of those are favorable outcomes for Jiggs.
- ========================
- ==Rest Cancelled Moves==
- ========================
- For some characters with multihit jabs that use their arms, you can mash Rest and get the Rest off
- in between their jabs due to the hitbox coming out on frame 2 (assuming similar to Brawl). The
- timing is pretty strict, given online latency, so mash as fast as you can to get it off during open
- windows of opportunity. This is a good option to punish/shut down several character's jabs.
- This is confirmed for several characters, and needs more testing on others.
- Character Move
- ----------------------------------------------------------------
- Luigi DownB (sometimes at end before last hit)
- Fox Jab (yes, during transition from jab to kicks)
- Falco Jab (yes, during transition from jab to kicks)
- Robin Jab (yes, between first and second hit if vectoring downwards)
- Sheik Jab (yes, during transition between jab to rapid jabs)
- Diddy Jab (yes, during transition into rapid tail attacks)
- Samus Jab (yes, between hits)
- DK Jab (yes, between hits)
- Dr. Mario DownB (yes, at the end before the last hit)
- Little Mac jab (yes, during transition from multihit to last strong hit)
- Bowser upB (see video)
- [video]http://www.youtube.com/watch?v=PPL5pm7Jd4s //Bowser: Resting out of his upB
- [Credit] Krynxe @ Smashboards for most character specific tests
- ======================================
- ==Sing into Rest/fully charged smash==
- ======================================
- Sing is a useful skill this time around. You can use Sing at around 80% if they mash decently,
- 60% if they don't really mash, and 110%+ if you're a CPU and get a guaranteed Rest off on
- them. Despite the risk, it's safer than a blind Rest since there is a semi-dangerous hitbox
- around you that can be used to punish rolls/predictions/etc.
- If they are put to sleep by the outer edge of the sleep hitbox and are at ~90-110% against a
- fast masher, you may only be able to get a ftilt off, which is still 10% damage. Sing
- automatically orients their sleep pose to be 'facing you' regardless of where they look when
- they get hit by the hitbox.
- For all other characters, you can simply walk into them and Rest.
- Exceptions:
- A few characters have wonky sleeping poses/hitboxes and require you to be moving/pushing them
- into their hitbox before you can pull it off, these characters are:
- [Mario, Dr. Mario, Luigi, Peach, Sheik, Zelda, Palutena, Olimar, WFT, Duck Hunt, D./Pit]
- Definitely practice landing Rest on these characters.
- There are three characters in which you CANNOT Sing into Rest by walking. These characters
- are:
- [Robin, Kirby, and DDD]
- All of them have a wonky sleep pose/hitbox that prevents you from landing Rest even if you do
- it while overlapping as much as possible.
- On these characters, you can only Rest if you dodge roll behind Robin/DDD and walk Rest from
- the back or (on all of them) you can also attempt to short hop Rest into them.
- Kirby is the hardest character to Sing-Rest into due to his abnormally small sleeping pose
- (you'll likely whiff the short hop Rest in a real match). In this case, it may be better to
- land a usmash or a fsmash.
- If you are behind/cannot risk not getting a star KO to risk being revenged, you can always
- Sing into fsmash/usmash.
- [video]http://a.pomf.se/nywlnw.webm
- [video]http://a.pomf.se/bluujw.webm //failure due to hard to rest hitbox
- [video]http://a.pomf.se/nqnija.webm //success because you're not forced to only Rest
- [video]http://a.pomf.se/rxmynf.webm //sing into Fsmash, used to punish landing lag
- ========================
- ==Sing Stopped Attacks==
- ========================
- You can actually use Sing to cancel/beat out many attacks (mostly those with horizontal momentum).
- This includes moves like Pit's SideB, the spacies sideB, Pikachu's Quick Attack, Charizard's Flare
- Blitz, Yoshi's egg spin, Pacman's sideB, Sonic's spin dash, Ness' PKT2, Ganon's sideB and downB, etc.
- You need to take care when using Sing as such, as it has 3 pulsing hitboxes. This move is highly
- timing and spacing dependent in landing, and you will be hit by the move 7.5 times out of 10.
- This is still ultimately a gimmick, but a funny and rewarding one at that. Please remember that Sing
- only works on grounded opponents.
- Definitely check out the video get get an idea of this in motion.
- [video]http://www.youtube.com/watch?v=AeAGbTmqzVU
- =============================
- ==Rollout into Shield Break==
- =============================
- While it's still not sure what causes it or how to replicate it, sometimes Rollout with cause a
- shield break by hitting multiple times as it passes through an opponent's shield. This requires you
- to move back and forth several times (creating a hitbox for Rollout at each turn) as you pass through
- a shield, meaning this is very difficult and improbable in a lagless setting, but easier to do in
- online For Glory where the latency is on your side.
- Watch the video for much needed visuals (again, this is still unproven to be easily replicable):
- [video]http://www.youtube.com/watch?v=Awga9WDuf-Q
- =====================
- ==Knockdown Juggles==
- =====================
- You've likely noticed by now that sometimes when attacking a grounded target with nair/fair, they
- will fall down, leading into a follow up nair/fair or dash attack. This only happens at low-mid to
- mid% and up, when your sakurai trajectory moves shift to be above horizontal, knocking the opponent
- up and back; it also depends on whether you use sweetspot/sourspot nair/fair. This is also
- harder/requires more% on heavier/wider characters. Keep this trait in mind, that you cannot
- juggle/chase at low%. You should get a feel for when you can start your aerial juggle/chase depending
- on matchups. This should hopefully prevent overcommiting and getting punished in the early game,
- where Jiggs is most vulnerable.
- When you see your opponent get knocked down, you can do the following follow ups depending on what
- you predict your opponent will do (aka, the juggle flowchart)(this is not unlike the Ganon sideB
- chain/reads):
- ==Opponent falls down (starting position):
- -opponent stands: jump into nair, this often resets into the starting position
- -opponent rolls away: followup with nair/fair or dash attack, usually resets into starting
- position or sets up for another nair/fair if hit offstage.
- -opponent rolls forward: hold position jump into nair, might need slight leaning back into
- the air with nair out depending on how far the character rolls. Often leads
- back into the starting position, but in reverse. Bair is too slow and will often
- whiff, use nair instead.
- -Jiggs is grounded: Dash attack, or jump into nair if opponent stands/rolls forward. You
- can follow the dash attack with an aerial depending on vector/launch distance. If
- Jiggs is grounded and the opponent rolls away, you'll likely only get them with the
- weak end of the dash attack, or perhaps a fair tip if you're lucky. This is the most
- dangerous position to chase (jiggs grounded + rolled away), since the opponent
- will have time to jab/counter attack back before Jiggs get there in time.
- -All of these are opportunities to get in a Rest if you predict their recovery path!
- *The knockdowns can be teched, and are not guaranteed against people who are good and know the
- matchup. However, you can still get in one or two on all but the most quick reactors, and build up a
- chain enough to get them to Rest KO% or gimp position off-stage against the For Glory crowd due to
- latency and matchup inexperience.
- ==========================
- .-----------------------------.
- | Matchup Tips | //Under construction [MAT]
- .-----------------------------.
- Many of these are merely personal opinion, and this section is under a permanent 'under
- construction' notice. This is limited by my own exposure to certain matchups and shared experiences
- with other Jiggs mains. Take these things with a grain of salt.
- Jiggs can be played in varying degrees of aggressiveness and passivity, aerial play and grounded
- play, etc. With such drastic changes in playstyle, I feel that Jiggs has the tools to approach most
- matchups with enough experience. Though there are several definitively poor matchups against Jiggs,
- none of them are so bad that they cannot eventually be overcome. There are no unwinnable matchups
- for Jiggs, no 80-20s, and I'm doubting 70-30s, just a few where it may simply be better to have a
- secondary/pocket to ease the odds into your favor.
- Jiggs is tournament viable, and actually has a good matchup against many of the predicted high tier
- cast. Not every Jiggs main shares my opinion on certain matchups, and some state a good matchup
- where I think it's poor for Jiggs. Play around what Jiggs can do, and understand what your opponent
- can do, and it'll likely end up as very viable, if not in Jigg's favor.
- To do list: Falco, Kirby, Samus, Wario, WFT, Zelda
- To do list: revise, revise, revise.
- =================
- ====VS Bowser==== Rest KO%: 66
- =================
- Bowser has disjointed range, is heavy, can shield break, and has superarmor. This is not in your
- favor. Jiggs is on the defensive this matchup; avoid trading hits, never shield the downB. The
- neutral position is bad for Jiggs, so try to stay as close as you can while being outside his
- hitbox's range. You can do well against an offensive Bowser, but a defensive Bowser is really hard
- to approach with his upB out of shield, fire breath, and sideB shield punishes.
- ==Bowser pros:
- -His fair beats out Jigg's fair/nair, and fair/bair/uair kills Jiggs early enough in the appropriate
- half of the stage.
- -Bowser's jabs, f/dtilt, and smashes all beat yours. Smashes have super armor and can't be
- contested when released.
- -His upB is a really great option against Jiggs and can be done out of shield.
- -Shielding his downB is an instant death due to its shieldbreaking properties, and can be done out
- of shield since the first rising hit leads to the falling second hit.
- -Due to Bowser's superior kill power, trading hits in ill advised in this matchup. UpB will beat out
- all of Jigg's aerial options and suck them in for the rest of the animation.
- -Bowser is not safe to Rest. If you miss the star KO, you are dead from a fully charged fsmash. This
- is made worse because Bowser is heavy and harder to kill otherwise.
- -SideB is a great punish for heavily shielding Jiggs, or for getting bowsercides offstage.
- ==Jiggs pros:
- -Bowser has a large hitbox, this means Bowser is easier to hit with all of your moves (including the
- riskier Rest).
- -Same hitbox leads to easier aerial juggles if you're able to get in.
- -Bowser is not hard to gimp (despite not always being able), though this has a learning curve. If
- you trade hits, jump and use your aerial, since Bowser will risk missing the ledge and landing on
- the stage rather than fall and risk being KOed. Aim to get your hit in before the upB comes out, or
- wait until upB is almost over.
- -Bowser is easy to punish once you stop trying to contest its moves
- -can Rest out of his upB (may or may not require being near a ledge)
- [video]http://a.pomf.se/gmannd.webm //gimping greedy Bowser
- [video]http://www.youtube.com/watch?v=PPL5pm7Jd4s //Rest out of Bowser's upB
- ================
- ==VS Bowser Jr== Rest KO%: 61 (jr's hitbox), 66 (clown car hitbox)
- ================
- Bowser Jr has some interesting mechanics and moves, but Jiggs can play around Bowser Jr pretty
- easily, with some interesting crouch options to complement. His sideB can be cancelled into any
- aerial, so always be aware of overcommitting as you'll likely eat an aerial punish on whiffed
- spacing. Jiggs has to be very careful with overcommitting this matchup, as his upB explosion and sideB
- mixups make for really good punishing tools in this matchup.
- ==Bowser Jr pros:
- -good nair/fair/bair for trading hits
- -good recovery with sideB>jump>upB access
- -good projectiles to control the stage vs non-projectile
- -decent weight on the clown car
- -hard to gimp if recovering high
- ==Jiggs pros:
- -attacks often hit the head, increasing knockback/minimizing weight difference
- -fair/nair tends to trade and comes out faster (where it beats) Jr's aerials
- -you can crouch his fsmash into Rest punish
- -can avoid most of Jr's kill moves, leading to Rage Jiggs
- -Relatively easy gimp, despite Jr's good options. Nair near ledge if you predict the low recovery
- upB.
- =====================
- ==VS Captain Falcon== Rest KO%: 66
- =====================
- Falcon is fast, KOs early with the knee, but can struggle with your aerial offense short of his
- uair/bair. Overall pretty fair, though Jiggs absolutely destroys bad Falcons. Good Falcons can
- space you out with bair/uair, tilts and jabs, so avoid leaving yourself vulnerable to punishes
- when this happens (mindlessly jumping a misspaced fair/nair, you'll only eat a punish). I'd avoid landing
- in jab range of Falcon, as his jab comes out fast enough with enough range to hit, despite avoiding grab
- spacing. Captain Falcon has a lot of great tools to punish Jiggs who overcommit or whiff, and has the speed
- to make sure those moves hit, so up your spacing game for this matchup and learn to vector away from his
- grab throws (don't try to contest his follow ups like you can do with others, you'll just continually eat
- uairs).
- ==C.Falcon pros:
- -Uair beats Jiggs anything in the air.
- -Sweepspot Knee will KO you stupidly early, your jumps actually make your hitbox bigger/easier to
- sweetspot.
- -Gentleman Jab is good spacing tool and is mostly unpunishable.
- -Dair can spike your vulnerable hitbox when not recovering high.
- -Can choose to gentlemen jab to avoid Rest punish
- -Can reverse Falcon Punch on non-star KO Rests, meaning dangerous to Rest against depending on %
- -Raptor Boost kills really early
- -Speed means it's hard for Jiggs to punish good Falcons who properly space their moves
- -Better overall kill power
- -can gimp Jiggs who try to grab the ledge (learn this matchup weakness, and save yourself from a spike)
- ==Jiggs pros:
- -Can remain really safe by staying outside his range in the air
- -Can vector/jump out of his uair range, disabling any followup/combos (don't mindlessly try to vector
- back into its moves with a falling nair, because you'll just eat a uair/upB)
- -Tall hitbox leads to easier knock-down juggle followups
- -multihit jab can be Rested out of (if your hitbox is close to its body, mash jump/away if near the
- hands only)
- -Can crouch beneath his Falcon Kick
- -Rest punishes on almost all of his B moves
- -Easy to gimp due to being limited to horizontal or vertical only recoveries
- ================
- ==VS Charizard== Rest KO%: 62
- ================
- Charizard is like a more extreme Bowser against Jiggs, with less strengths balanced out with a lot
- less vulnerabilities to Jiggs. Bad Charizards are easily dealt with, but good Charizards can easily
- keep Jiggs out. Jiggs is the punisher this matchup, as Charizard is hard to gimp but has a lot of moves
- with significant lag.
- ==Charizard pros:
- -heavy means hard to KO and harder to juggle
- -Rest is unsafe if you fail to star KO
- -super armor on Rock Smash and upB means Charizard has safe trading options; can armor through Rest!
- -super armor upB means Charizard can't be gimped
- -aerials all outrange Jiggs
- -ground moves all outrange Jiggs
- -Flamethrower projectile in case to rack up %
- -KOs you much faster, meaning trades are always unfavorable
- -Flare Blitz is a great punishing tool against Jiggs, who often faces landing lag
- ==Jiggs pros:
- -can punish Charizard's laggy aerials if whiffed
- -can punish Charizard's horrendous landing lag on most of its aerials
- -nair (when spaced properly) and Sing (if grounded and Sing cancelled) beat out Flare Blitz
- -larger hitbox means easier to hit and land moves on (including Rest)
- -less punishable moves due to faster recovery and landing lag on moves/aerials in general
- ==================
- ==VS King DeDeDe== Rest KO%: 78
- ==================
- This is a fun matchup that requires you to know when to and not go for trades. DDD is an easy target
- to juggle, and playing Ganonball with its Gordos is a mini-game unto itself. This is balanced out
- by DDD's superior range and incomparably good KO power. DDD can afford to make more mistakes in this
- matchup, but this is all in all a fun matchup for Jiggs.
- ==DDD pros:
- -super heavy (Rest only kills at 78%, assuming no vectoring)
- -outranges Jiggs
- -projectile vs non-projectile
- -KOs Jiggs really early
- -throw combos into aerials
- -upB superarmor makes DDD really hard to gimp
- -cannot be Sing > walk Rest into
- -Dsmash is fantastic for punishing rolls and is strong KO move
- -jumps are higher than yours, making aerial followups more difficult as you can't just jump>nair to hit
- ==Jiggs pros:
- -DDD has a HUGE hitbox for hitting and juggling
- -can vector away from throws (learn to avoid immediately jumping into its fair; it's a bad trade)
- -can hit back projectiles
- -can outmaneuver most all of DDD's moves
- -can Nair/fair out of DDD's jab combo (possibly into Rest if you pop out instead of jump out)
- -can gimp DDD, but requires Jiggs to dangerously overextend itself off screen to land the killing hit,
- anything less, DDD can usually recover from
- [video]http://www.youtube.com/watch?v=L-k7iVOAzbQ //Hungrybox's Jiggs. Note how DDD can outspace Jiggs
- //with his extra jumps due to getting greater vertical height to avoid all of Jiggs' hitboxes.
- //Again, great spacing, note that you can hit DDD out of his upB at the apex of his jump (armor
- //only during the ascent). I personally think he stales his bair too much, but to be expected from
- //a melee Jiggs player
- =================
- ==VS Diddy Kong== Rest KO%: 60
- =================
- This is a troublesome matchup, as Diddy outranges you in the air with much stronger aerials. His
- ground game is also very solid. His command grab sideB also gives it an extra 'jump' that makes
- punishing its movements very difficult as well. This is a matchup Jiggs will actuallly spend
- mostly on the ground. Don't be afraid to use his bananas against Diddy. Mixup between shield and
- spot dodges to avoid Diddy's own mixups on the ground.
- ==Diddy pros:
- -Banana combos
- -sideB command grab to punish shields/aerial lag
- -dthrow into aerial combos, including killing uair; jump away instead of simply air dodging
- -aerials outrange yours and are stronger
- -projectile vs non-projectile character
- ==Jiggs pros:
- -can Rest out of jab combo (inbetween transition from hand jab to tail whips)
- -can use bananas against Diddy (possibly into Rest)
- -can vector many throws
- -just tall enough to short hop aerials
- -easy to gimp when its forced to upB (nair into rockets)
- [video]http://www.youtube.com/watch?v=rYKaq8FoAg4 //Doru from Shi Gaming, Doru plays an interesting Jiggly
- //who uses a lot of Pounds to space moves, create active hitboxes, and move an active hitbox further
- //than a fair/nair would have let compared to other Jiggs. Some fun Rest reads as well.
- ==================
- ==VS Donkey Kong== Rest KO%: 71
- ==================
- Heavy, two shieldbreakers, high KO power, and high priority upB makes this a troublesome matchup for
- Jiggs, who's forced to be more aggressive due to unsafe shield in the matchup, but can be punished
- with a high priority Spinning Kong if Jiggs tries to be too aggressive. Avoid being above Donkey Kong,
- as this is the worst space Jiggs can be, as dair is a bad trade with his killing uair, and utilt/usmash
- outrange basically anything Jiggs can do in the air. Space your pokes and don't land in front of DK, whose
- jabs are basically free damage against Jiggs.
- ==Donkey Kong pros:
- -Heavy, harder to KO
- -Rest can be unsafe if you fail to star KO at certain %s (incl. Rest)
- -DownB and sideB are shieldbreakers, which is an insta-kill on Jiggs
- -upB has high priority/armor, beating out Jigg's aerials
- -grounded Spinning Kong is an amazing move to punish close combat Jiggs, though punishable on whiff
- -long range (though not disjointed) on most of his moves relative to Jigg's
- -high KO power (learn to avoid its uair when falling down)
- ==Jiggs pros
- -large hitbox is easier to hit and juggle
- -faster recovery and speed with aerials means it's easier to punish and get pokes in with Jiggs, esp. if
- you space to never land in front of DK (use extra jumps before landing after a fair poke, etc)
- -can avoid throw followups
- ================
- ==VS Dr. Mario== Rest KO%: 60
- ================
- Heavy hitter with a poor recovery and a very good projectile makes this a polarizing matchup, but
- in favor of Jiggs due to easy gimps and about equal everything else. Like Mario, don't contest his
- usmash (head hitbox is actually invincible), as it's the worst trade you can make this matchup.
- ==Dr. Mario pros:
- -Very good projectile. Jiggs can't crouch if properly spaced.
- -Good KO power against lightest weight Jiggs
- -Comparable aerial range to Jiggs, and a nair that's just as good and is a reverse sex kick (stronger
- over time, the opposite of Jigg's weaker over time nair)
- -Usmash kills early and the head-back animation makes it trade with Jigg's fair, which is always
- favorable for Dr. Mario
- ==Jiggs pros:
- -super easy gimps, you can fall with nairs to have them whiff recovery by closing in the camera
- distance; you hit, they're gimped, they prematurely upB, they're still gimped and you're hit back up
- towards the stage
- -Comparable aerial play, meaning you're not strictly outranged is always good for Jiggs, as trades
- are favorable this matchup
- -Though short, Dr. Mario isn't so short that short hop aerials will miss, a major plus
- -Jigg's fair outranges everything short of a perfectly spaced fair
- ================
- ==VS Duck Hunt== Rest KO%: 62
- ================
- Normally, Jiggs doesn't have problems with projectile characters, but Duck Hunt presents the unique
- case of being able to beat Jiggs in the arena of choice Jiggs prefers when avoiding projectiles.
- Duck Hunt's aerials are grossly disjointed and beat out your options, forcing Jiggs to a more
- defensive playstyle and more reliant on its shield. Learn to fast fall nair when Duck Hunt uses
- one of its projectiles. His projectiles generally have a lot of ending lag, allowing you to get
- a nair in. Play smart and take advantage of the fact that Duck Hunt has difficult landing KO moves.
- Don't be mindlessly aggresive, and you'll find the best Rage Jiggs this game has to offer.
- ==Duck Hunt pros:
- -projectile spam vs non-projectile
- -crazy disjoints on aerials (uair will kill you)
- -smashes and uair have good killing potential
- -exploding can can be hit up into aerial Jiggs
- ==Jiggs pros:
- -Can avoid most of the projectiles, and even its telegraphed smashed
- -has easier time up close once you get in
- -can gimp DH (just get used to predicted trajectory), if it recovers at stage height/high, you can
- punish with a charged smash if it tries for the ledge, or a smash/Rest if onstage. If DH recovers
- low, remember that bair is better than nair/fair due to its otherwise good recovery
- -can punish DH for greedy close-ranged projectiles due to its ending lag
- [video]http://www.youtube.com/watch?v=5hmzBbuB7XE //Hungrybox's Jiggs in tourney. Note how Hbox contests
- //the can and other of DHunt's projectiles with nair/uairs/etc, and the dangers of Dhunt's very
- //disjointed aerials, also the danger of missed ground bounce tech dair into killing uair.
- //Also, I highly disagree with HBox's choice of taking it to Battlefield (can has no issue with
- //platforms, landing lag is a greater danger to Jiggs due to DHunt's killing uair, etc). Also,
- //the Rest whiffs, though I won't begrudge him the last one as that was simply not reacting fast
- //enough despite the right read.
- ==========
- ==VS Fox== Rest KO%: 53
- ==========
- Fox has some really dangerous kill moves, but Jiggs is a target that's harder to rack up damage on
- compared to other characters. Being able to get relatively easy gimps makes this a fairy nice
- matchup for Jiggs if Jiggs is careful, as Fox himself is hard to hit and rack up damage on in return.
- If on For Glory, learn to crouch at the start against every Fox, who will inevitably try and spam his
- blaster against your crouching form to no avail. Fox's fast move speed and greatly vertical jumps will
- make this hard for Jiggs to keep up, but Fox isn't terribly disjointed, allowing Jiggs to still get in
- with smart spacing.
- ==Fox pros:
- -Usmash and uair kills early
- -Can trade aerials with Jiggs, with a better approaching angle with his falling nairs
- -Can blaster jumping/aerial Jiggs to get damage
- -Fast run speed and fast vertical jump speed gives Fox a near ideal movement to avoid Jiggs
- -Fast speed in generall makes Fox harder to punish
- -Fast sideB is hard to gimp/punish
- -Second jump height makes it harder for Jiggs to follow up
- ==Jiggs Pros:
- -Easy to gimp with nair, though timing is strict with Fox's sideB
- -Can avoid most of his kill moves with VI/shield/jumps
- -Can crouch underneath Fox's blaster and dash attack (at least part of the animation)
- -Air fights in a range where Fox has to approach in a mostly vertical fashion makes Fox easier to
- deal with using fair/nair/dair
- -Can punish many shielded specials/smashes with Rest
- -should be able to rest Fox's jab cancel shenaningans (needs testing)
- ================
- ==VS Ganondorf== Rest KO%: 64
- ================
- The definition of a polarizing match. Ganon will either kill you in 4 hits, or you will read Ganon
- and get a simple/easy kill. This matchup is so dependent on the reads and momentum of the
- matchup rather than individual character traits. Because Ganon (technically, neither of you)
- cannot approach, the matchup will reward the most patient player and punish those who get too
- aggressive. Avoid landing in front of Ganon, who's jab, ftilt/dtilt outrange your jab and can KO
- you; Ganon is NOT safe to shield poke and land in front. Visualize a bubble around where Ganon is facing
- that encompasses his ftilt/dtilt/jab range and learn to avoid it, you'll have a much better time if you do.
- ==Ganon pros:
- -Kills Jiggs in 4/6 hits
- -Heavy means it's hard for Jiggs to KO
- -SideB punishes Shielded jiggs
- -Ganon has his own flow chart of follow up on missed techs to his sideB
- -Jab, dtilt/ftilt all outrange Jiggs (and the latter two KO)
- -Uair outranges Jigg's options in the air when spaced
- -Loves trading hits because it's another hit closer to killing Jiggs
- -dangerous to Rest if you fail to star KO since Ganon can reverse Warlock
- ==Jiggs pros:
- -Slow Ganon means Jiggs can poke in if spaced properly
- -taller/bigger hitbox means it's easier to poke/juggle
- -can crouch Ganon's jab and wizard kick and maybe ftilt (testing required)
- -can punish Wizard Kick from crouch into Rest
- -Easy, if risky, gimp, since Ganon is a slower Falcon in recoveries and sideB has startup you can
- attack through
- -can spot dodge sideB to avoid grab chases due to telegraphed startup animation
- ===============
- ==VS Greninja== Rest KO%: 54
- ===============
- Fast, low profile, and outranges you with decent KO power. Sounds like a bad mix for Jiggs, and good
- Greninja do present a problem. Play patiently, learn to dash grab instead of regular shield grabbing
- against the moves that push you back, and be very careful with your short hops, which can be
- dashed/crouched under/punished with a killing usmash. Avoid leaving yourself vulnerable to landing
- lag since that's a prime opportunity for Greninja to punish. I can't overstate how good Greninja's
- Usmash is; do your best to not get hit by it.
- ==Greninja pros:
- -very strong, disjointed usmash to punish and KO
- -fast means hard to punish, and quick to punish you
- -bair has really good range, as does fair (which is slow, though)
- -projectile vs non-projectile
- -can play around with Shadow Sneak to cancel landing lag from aerials
- -upB means hard to gimp
- -low profile makes short hop aerials whiff
- -jab basically denies all grounded approaches
- ==Jiggs pros:
- -can fast fall aerials or dair to poke at low profile
- -often beat out Greninja's aerials due to speed and hitbox
- -can punish laggy moves (Greninja's specials, dair, charged smashes, etc)
- -can gimp, though difficult, on Greninjas who're forced to recover low
- ==========
- ==VS Ike== Rest KO%: 66
- ==========
- Though Ike outranges most all off Jiggs options, Jiggs can easily get in and out due to having less
- lag time and start up on most of Jigg's moves. This and easy gimps lead to an overall easy matchup
- when Jiggs spaces/times moves appropriately and doesn't try to contest charged moves. The 1.04 patch
- gave Ike a very good aerial spacing option in fair, so learn to be very careful with your pokes as
- Ike can space his own aerials with fair/nair, and can auto-cancel into a jab.
- ==Ike pros:
- -KOs Jiggs really easily
- -outranges all of Jiggs moves
- -Can space with nair/jab (sometimes fair/ftilt depending on Jigg's air/ground position)
- -Aether has superarmor, which gives Jiggs a lot of trouble
- ==Jiggs pros:
- -outspeeds Ike with moves, allowing for pokes and punishes
- -can shield grab between Ike's jab if spaced and timed appropriately
- -Gets easy gimps with nair/fair
- -Ike's laggier moves means it's easier to land KO moves like fsmash and Rest
- -Rest is a great punish for Ike's laggy/charged moves
- [video]http://a.pomf.se/romckv.webm //don't try to contest Aether's super armor if it's already started
- ===========
- ==VS Link== Rest KO%: 63
- ===========
- Link outranges you and has projectile spam, but Jiggs can mostly keep out of Link's danger zones and
- gimps easily. Learn to space and not rush in mindlessly, and this is a fairly nice matchup for
- Jiggs. Watch out for angled boomerangs (hits Jiggs in single jump/short hop range), and his superior
- sword range in his tilts and smashes. His aerials aren't that bad either, and can be chained into from
- down throw, usually with a better approach angle (nair vs nair is usually Link's winning out as his comes
- from above, hitting Jiggs head before Jiggs feet hits Link), so remember to not take this matchup for
- granted or you'll lose to his chip damage projectiles/aerials into a disjointed KO move.
- ==Link pros:
- -Sword outranges all of Jigg's feet
- -projectiles against a non-projectile character
- -high KO power in the ground and air
- -Uair in particular has major disjoint (treat the hitbox as a giant box around the sword as wide as
- Link's body)
- -Zair is great for hitting air approaching jiggs
- -up angled boomerang is great of punishing aggressive aerial Jiggs
- -grab combos from dthrow
- -Link's aerials are actually really good, do not underestimate them
- ==Jiggs pros:
- -Easy gimps for Links not right by the ledge (zair autograbs fast)
- -Pokes in with aerial control/speed
- -Avoids most all of projectile range
- -can Vector/Jump out of Link's Fsmash/Usmash first hit to avoid the final KO hit
- -Can juggle relatively easily
- -outranges his non up/down aerials with fair depending on spacing
- -can beat his boomerang/arrow with nair/fair
- ==============
- ==Little Mac== Rest KO%: 60
- ==============
- Bad Little Macs give Little Macs a bad name. 'Stay on the edge, shield grab into gimp' is good
- advice against terrible players alone. Good Little Macs abuse his good spacing tools and super armor
- to remain a constant threat and know how to avoid the ledge (and Jiggs has no projectiles to force
- an approach). Even in the air, where Little Macs know better than to follow, Little Macs will simply
- wait until you land to punish.
- ==Little Mac pros:
- -very good KO power
- -super armor means Jiggs can't ever contest
- -can punish landing lag with a fast dash into super armor usmash
- -has a good counter to stop chains/attacks
- -fast, hard to punish and is quick to punish you in return
- -easily gimps Rests, can superarmor Rests (needs testing)
- -fast dash and backwards dodge roll means Little Mac is hard to punish
- ==Jiggs pros:
- -very easy gimp provided you can get LMac there (predict early sideBs with an extra jump into
- nair/fair)
- -multihit jab can be able to be Rested out of (between multhit and final hit) if your hitbox is close
- enough during the jab
- ==============
- ==VS Lucario== Rest KO%: 63
- ==============
- Rage+Aura+Jigg's irregular kill speed = OP Lucario. Jiggs easily beats low% Lucario, and loses hard
- against high% Lucario. Get those kills in, but this is just a pain to fight due to its innately
- strong comeback mechanic. Utilize your extra jumps to avoid his Aura Sphere, sideB, and telegraphed
- smashes to try and get to rage Jiggs if you can't land a early fsmash/Rest.
- ==Lucario pros:
- -Rage+Aura lead to really early KOs against Jiggs
- -outranges all of Jigg's moves at mid-high%
- -projectile to punish air dodges/landing lag/etc
- -can recovery early to land on other side of the stage to avoid gimps
- -Can stay at high rage+aura due to Jigg's low range kill moves
- -Sing procs Counter
- ==Jiggs pros:
- -easy damage and combos on low% Lucario
- -has strong options for killing at mid% in fsmash/Rest when landed
- -can punish whiffed counters
- =============
- ==VS Lucina== Rest KO%: 60
- =============
- To Jiggs, Lucina is merely a bad Marth. Same spacing, but with way less KO potential, making good
- Lucina an easier threat to deal with than good Marth. Still, Lucina has all the tools Marth has to
- outspace you and keep you out. Learn to halt your momentum before continuing on to poke with a
- fair/nair, as Lucina/Marth will beat out your expected trajectory with a ranged fair.
- ==Lucina pros:
- -outranges Jiggs everywhere
- -Swordbreaker against shield heavy Jiggs for insta-kill punish
- -usmash is as deadly on Lucina as it is on Marth (keeps tipper power too)
- -smart use of jab/ftilt/dtilt/fair/nair can keep Jiggs out
- ==Jiggs pros:
- -Can gimp with nair off stage, or space a fsmash onstage if you predict that they're going to
- overshoot by hitting your vulnerable hitbox (trading hits with the fsmash, unfavorably for them)
- -can still get pokes in on overcommited moves in the air
- -shield into Rest is a strong option
- -you can crouch Shieldbreaker
- ============
- ==VS Luigi== Rest KO%: 56
- ============
- Luigi can be an unpleasant matchup. Very good projectile path against Jiggs, high priority tornado,
- and safer-than-Rest upB as a strong KO move combined with wonky knockback trajectories making
- Vectoring less intuitive all work together against Jiggs this matchup. Still, Jiggs can get in and
- poke/punish like with most of the cast. Luigi's slow horizontal movement is an advantage to Jiggs,
- but his high vertical jumps aren't. Just be careful not to leave yourself vulnerable to Tornado
- and Jiggs can work through this matchup. You'll likely need to use extra jumps to make sure
- your aerials hit/trade due to how high Luigi's jumps are, but this can be practiced.
- ==Luigi pros:
- -high KO power in sweetspot upB (Tornado and smashes overall decent KO options)
- -projectile vs non-projectile; slow horizontal fireball good at keeping Jiggs out
- -Tornado is great for punishing, esp. since its sudden speed can be unexpected
- -weird knockback trajectories make it hard for inexperienced Jiggs to VI well
- -Nair trades with Jigg's Nair, but his usual approach angle usually means his wins
- -can't be gimped if recovering high
- -can be dangerous to Rest due to its upB sweetspot
- ==Jiggs pros:
- -tall enough to shorthop and juggle
- -can gimp Luigis who recover at stage level or below
- -whiffed sideBs that hit the stage side can be punished with a dsmash or aerial
- -slow horizontal speed makes Luigi easier to keep up with
- -aerials trade if you manage to keep up with Luigi's approach angle
- -can Rest out of Tornado (towards the end before last hit)
- ============
- ==VS Mario== Rest KO%: 60
- ============
- One of my favorite matchups. About as close to even with equally skilled players due to the small,
- if precise range both characters funtion at, until Jiggs gets Mario offstage for that easy gimp. Mario
- does better in neutral if only because he has his fireball to force Jiggs to approach, but in a close
- combat situation, it comes down to smart spacing by both players. Mario has a really good grab, though he
- can rarely combo if Jiggs vectors/jumps/dodges outside low%, so don't remain in your shield for too long.
- I would highly recommend NOT trying to contest his usmash (head hitbox is invincible/no hurtbox), as it's
- the worst trade Jiggs can make in this matchup (you take 10-20% or die, and Mario takes 6-10% from weak
- hit fair/nair/dash attack).
- ==Mario pros:
- -fireball sets up frame traps into smashes/follow ups; projectile vs non-projectile character
- -usmash kos early and can trade with approaching fair due to head back animation
- -nair is about as good as Jigg's nair
- -bair is a great aerials that will trade at worst, and sometimes win due to speed
- -lots of combos, especially from throws (can follow with uair if out of utilt range, etc)
- -outranges Jiggs on the ground
- ==Jigg's pros:
- -can avoid/greatly shorten combo chains with vector+jump due to floatiness
- -fair outranges all except perfectly spaced fairs
- -nair is as good a spacing tool for Jiggs as it is for Mario
- -super easy gimps, you can fall with nairs to have them whiff recovery by closing in the camera
- distance; you hit, they're gimped, they prematurely upB, they're still gimped and you're hit back up
- towards the stage
- [video]http://a.pomf.se/zfqben.webm //Gimping Mario using stalling movement/jumps into nair/fair
- ============
- ==VS Marth== Rest KO%: 60
- ============
- Marth outranges, and can KO you at 40% with tippers. It's really hard to approach in this matchup,
- and Marth has a shield breaker to top it off. Definitely in Marth's favor. Try not to contest his
- aerials, instead, be ready to poke/punish when he whiffs. You can outspace nair by coming up
- from a slightly above or below, but you cannot outspace fair, only punish whiffs. Be patient,
- and don't be so eager to approach/mindlessly float into an aerial attack against Marth. Avoid spending
- time above Marth, as you cannot contest his uair and usmash will KO.
- ==Marth pros:
- -Sword outranges everything Jiggs has
- -Tipper leads to super early kills
- -Swordbreaker against shield heavy Jiggs for insta-kill punish
- -can keep Jiggs out
- -dtilt is great at keeping Jiggs away on the ground
- -Counter is good against no-disjoint Jiggs
- ==Jiggs pros:
- -Can gimp with nair off stage, or space a fsmash onstage if you predict that they're going to
- overshoot by hitting your vulnerable hitbox (trading hits with the fsmash, unfavorably for them)
- -can still get pokes in on overcommited moves in the air
- -shield into Rest is a strong option
- -can grab between Marth's jabs if close enough
- -can live for a long time if Marth fails to tipper
- -can crouch Marth's grab into Rest (but not dash grab), and can crouch Shieldbreaker
- [video]http://a.pomf.se/whnyvc.webm
- [video]http://a.pomf.se/cchwtz.webm //note spacing and how Jiggs can punish Marth's superior hitboxes
- //avoid jumping over Marth, as that Usmash is too good
- //also note where fair whiffs where nair would have hit; also note that Jiggs actually trades often
- //against Marth's nair (but not fair; but fair is easier to punish when whiffed)
- ====================
- ==VS Mii Swordsman== //variable weight = variable KO%
- ====================
- Mii Swordsman is fairly fast, has amazing disjoints with its sword, and unlike all the other swordsmen like
- Marth or Link, don't really provide opportunities for pokes/punishes due to his lower lag and greater disjoint.
- Swordsman beats you in the air, and outranges anything you can do on the ground. Jiggs is on the defensive
- this matchup, but can pose a fair fight in return assuming your spacing is spot on, as all of the traits that
- let it get pokes and punishes in other out-ranged matchups still apply here. This character has a lot of
- multihit moves with variable ranges and timings, so definitely learn the basics of what the character can do
- to avoid being easily punished. Learn to mixup spot dodges as you'll be grab-bait due to how often you'll
- be in your shield this matchup
- ==Mii Swordsman pros:
- -major disjoint with sword moves
- -has throw follow ups into (killing) aerials
- -almost all of his aerials have KO power on top of already outranging you and most being multihit
- -nair is a fantastic spacing tool that basically has 360 degree coverage
- -can be hard to gimp due to versatility in specials
- -dtilt will basically deny any grounded approach
- -disjoints such that you'll almost never be in Sing/Rest range
- -has a counter
- ==Jiggs pros:
- -can still poke and punish, though harder here than in other matchups; learn to fast fall and up your spacing
- -can still gimp its spinning sideB and its upB with spaced nairs
- -can vector/dodge out of grab follow ups depending on %
- [video]http://a.pomf.se/tdldiz.webm //Spot the number of times a nair would have hit when a fair/bair missed
- //more importantly, learn the spacing and the range of its multihit moves; note how good shield grabbing
- //is, if only because how often you're forced to shield due to Swordsman's superior range
- //I recover high to avoid Mii's killing fair/uair, the ledge isn't safe if they read right
- ==============
- ==VS Megaman== Rest KO%: 66
- ==============
- Jiggs doesn't have trouble with projectiles that come from specials, but Lemons are probably among the
- best jab in the game. Despite this, Megaman can be creative with his other projectiles to rack up chip
- damage against Jiggs in this matchup. Megaman's aerials are actually fantastic and outrange Jiggs, making
- Megaman a threat in the air and on the ground. Jiggs will have to learn to approach Megaman in non-standard
- ways (simple jump > attack is easily foiled by jumping lemons), but can still maneuver around this matchup
- as long as its aware of Megaman's hitboxes, as Megaman doesn't have too many easy to hit kill moves that
- don't require a strong read or the Jiggs actively messing up. Avoid excessive rolls, especially backward
- rolls if it's a habit, because it's in perfect range for Megaman to use uncharged fsmash punish, allowing
- for a needless and early KO.
- ==Megaman pros:
- -Lemons are the best anti-approach move for low-range characters like Jiggs
- -bazillions of projectiles against a non projectile character
- -Mega Upper is a strong KO punish against misspaced/shield attacked moves
- -fsmash and sweetspot dsmash also have very strong KO potential, but have notable startup
- -fair and bair outrange Jiggs hard, bair even has KO power at high%
- -heavy despite his small size
- -8 directional metal blade is very versatile
- -upB is a very strong recovery that discourages near-stage gimps
- ==Jiggs pros:
- -can crouch lemons and Crash Bomb (not fsmash or metal blade)
- -superior aerial maneuverability still allows punishes and pokes
- -can still hit with short hop aerials
- -can punish most all of his ground moves with a safe shield; learn to mixup with spot dodge to avoid grabs
- =================
- ==VS Metaknight== Rest KO%: 54
- =================
- Metaknight is a fun matchup because of how much both players enjoy being in the air. That said,
- MK has better disjoints , easily punishes aggressive aerials with any of his specials/disjoints,
- and can KOs with upB, downB (if you whiff an aerial), and bair (and offstage nair and high% smashes).
- Enjoy your Rage Jiggs and fighting against a light character that's relatively easy to KO (but not
- to gimp).
- ==MK pros:
- -outranges you with disjoints
- -SideB/Tornado/even downB is great for punishing whiffed/aggressive aerials
- -upB is a strong kill move that can be landed easily on a jumping Jiggs
- -dthrow into fair at low%s
- -bair is a great kill move offstage and good KO move onstage at high%s
- ==Jiggs pros:
- -hard to be killed, leading to Rage Jiggs
- -dthrow combos can be vectored out of at mid/higher %s to avoid follow ups
- -just barely tall enough to hit with short hop aerials (but learn to fast fall anyways)
- -can juggle MK
- -can contest the drill if you're on stage with a charged smash attack
- [video]http://a.pomf.se/fxlplj.webm //note spacing and how MK can punish your whiffs; vector away
- //from the throw; you really can't gimp a decent MK; Battlefield sucks for Jiggs
- ======================
- ==VS Mr Game & Watch== Rest KO%: 46
- ======================
- Aerials outrange Jiggs and has decent trade options out of grab, but has difficulty landing KOs.
- Jiggs can have some Rest punishes due to his poor rolls, and can avoid a lot of punishment with
- proper VI/jumps/dodges. Jiggs should rarely contest G&W's charging smashes as the risk in never worth
- the potential benefit considering how hard it is for G&W to land a kill. Learn to not simply approach
- with a short hop/full hop like you normally do to avoid eating G&W's fair/bair. If you're too high, its
- utilt/dtilt's windbox does a lot to mess up Jigg's tempo, so learn to mix things up; being grounded is great
- because it allows you to shield.
- ==G&W pros:
- -aerials rarely trade, almost always win.
- -usmash has armor and can kill early, fsmash can be strong punish on Jiggs about to land
- -dash attack can be fairly safe on shield due to moving past grab range
- -can combo out of throws at until mid% or until high% on bad VI
- -nair KOs aerial Jiggs easily
- -usmash has invincibility frames for pretty much the entire animation on release; do NOT contest ever
- -multithit turtle is still good, and will force Jiggs to approach differently otherwise eat turtle face
- ==Jiggs pros:
- -Can punish many of his end lag heavy moves with appropriate aerial/move/Rest
- -Can outspace G&W in the air using your jumps
- -dash attack KOs early due to G&W's similarly light weight
- -Rollout can punish whiffed dairs/charging smashes
- -with difficulty, can gimp G&W with nairs
- ===========
- ==VS Ness== Rest KO%: 56
- ===========
- Ness is similar to Jiggs in playstyle, with wonky jump spacing, chaining aerials, but has a much
- easier time killing than Jiggs does. That combined with Ness's fair beating out Jigg's fair makes
- this a difficult matchup for Jiggs, who should play this matchup more patiently. Please do NOT
- attack a Ness who's at the ledge when you're at b-throw %. Learn to approach in a way to prevent
- that grab KO (nair above to behind, space dair to hit the head and move behind/etc). Also, learn to
- vector/dodge/jump away from his down throw instead of trying to contest his fair follow up with a nair/
- fair of your own. The 1.5 times per match you manage to nair Ness out of his follow up isn't worth the
- 40% damage per stock you'll accrue from trying to beat/trade his fair.
- ==Ness pros:
- -Fair beats all of Jigg's aerials
- -uair/bair have great KO power
- -PK Thunder spam is strong against Jiggs (don't air dodge, hit the ball with nair/fair)
- -strong KO options in fsmash, uair, and bthrow
- -projectiles vs non-projectile
- -possible for fsmash to reflect sing (untested)
- -dash attack's hitbox beats mosts of Jigg's ground options
- ==Jiggs pros:
- -shorthop aerials still connect
- -Ness is easy to gimp by eating the PK thunder, or nair-ing before PKT2 comes out; that said, this
- is the riskiest character to gimp as if you fail to gimp in time, Jiggs is dead.
- -shield is really safe this match assuming you're not at grab KO%
- -can still poke and punish whiffed moves
- -can beat out Ness's fair if spaced to hit his head before the psi hitbox hits your body
- -easy to get out of PK Fire's hitbox with floaty jumps + VI
- -can avoid fair chains with VI/jumps/dodge as long as you consistently vector away
- [video]http://a.pomf.se/mhztas.webm //note spacing and how Jiggs should NOT try and contest Ness'
- //aerials head on. Also note how valuable being able to shorthop your aerials is. Also note
- //spacing needed to properly punish ledge get-up attacks, or whiff to your own death. Aside
- //from intentional pokes and small chains (Ness can interrupt longer chains with not enough
- //hitstun with a killing uair), I maneuver Jiggs to be outside Ness' aerial range.
- =============
- ==VS Olimar== Rest KO%: 52
- =============
- Olimar has an incredibly small hitbox, making him hard to hit with Jigg's narrow range moves.
- Olimar has no difficulty in racking up damage against Jiggs, but loses a lot of Pikmin along the
- way due to all the active hitboxes with Jiggs, which is more punishing due to his 3 Pikmin limit.
- It isn't hard to avoid Olimar's kill moves, but they can be hard to see when the Pikmin are in
- disarray. You can contest a lot of Olimar's moves with nair, often trading or outright beating
- out some of his smashes. Depending on Pikmin color, his aerials can outrange yours and beat
- trades. Not a difficult matchup, but slightly annoying with messy Pikmin and small hitbox. Don't
- underestimate Olimar though, as he has very strong options against you with appropriately colored pikmin
- and preys on matchup inexperience as much as Jiggs does against most people.
- ==Olimar pros:
- -small hitbox, can't be hit by short hopped aerials except if delayed near the end or fast felled
- -racks up damage easily
- -really good, disjointed grab range, which can lead into a KO throw
- -projectile vs non projectile
- -Pikmin properties lead to weird contests/trades
- -hard to gimp if recovering high
- -strong KO power with right color pikmin; has killing throws, smashes, and aerials with right color
- ==Jiggs pros:
- -relatively easy to avoid kill moves
- -can KO relatively early to due Olimar's comparably light weight
- -can punish whiffed recoveries that land on stage with Rest due to Olimar's recovery's poor movement
- speed
- -can gimp Olimar who recover at stage level or lower
- -easily kills Pikmin with aerials/jabs
- ===============
- ==VS Palutena== Rest KO%: 53
- ===============
- Palutena is one of those characters who has aerials better than Jiggs, but is ultimately slightly inferior
- in the air due to lack air maneuverability than Jiggs. That said, know that this difference is actually
- very small. Combined with her fast run speed, good air speed, and fantastic fast fall speed, Palutenas
- can use their aerials to be an even more formidable force to face in the air than Jiggs can. She can
- actually try to wall you out with a wall of fast felled fairs, to which Jiggs has no move able to beat.
- Palutena also has really good kill moves in this matchup with uair and usmash, and both can be chained
- from her down throw. Learn to mix up between your safe shield and spot dodge to avoid grabs, and learn
- when not to contest and when to try and poke in between her moves (you can move fast enough to do so unless
- she fast falls into the ground due to her low landing lag on her aerials). Her hitbox is deceptive (hair
- and dress makes it seem larger than it is, despite having not hitbox of its own), but ultimately is large
- and tall, ideal for juggling.
- ==Palutena pros:
- -superior aerials (dair spikes, fair outspaces all you have, uair kills, bair trades with KO power)
- -utilt is a great anti-air option against jump approaching Jiggs (check first two webms)
- -down throw leads to a variety of followups at various percents, some legitimate combos
- -down throw can chain into a killing uair or usmash at high%
- -tilts out-range Jiggs despite having punishable ending lag
- -fast falling short hopped aerials can keep Jiggs out
- -projectile vs non-projectile character
- -unsafe to whiff Rest against due to the sheer power in her usmash/fsmash
- ==Jiggs pros:
- -can still weave in and out in the air
- -can juggle Palutena due to larger hitbox
- -fairly safe to attempt gimps due to no active hitboxes in her upB, though difficult to get the gimp KO
- if she's near the ledge; aim for deep offstage gimps when you can
- -Palutena is light and so early fsmash/Rests can shift a match greatly in Jiggs favor, otherwise have
- similar killing speed assuming Jiggs knows how to vector well
- [video]http://a.pomf.se/erypor.webm //note spacing, you're in shield for a lot of the matchup due to
- [video]http://a.pomf.se/qbique.webm //Palutena's superior aerials. You have to learn to vector and dodge
- //her downthrow or you'll eat a aerial followup, which can lead to kills with uair/usmash followups
- //also, don't misspace and aggressively attack her shield into getting grabbed like I did
- ============
- ==vS Peach== Rest KO%: 53
- ============
- Peach's float gives Jigg's a good run for its money in the air. Her fair may be slow, but it's
- strong, KOs early, and outranges all of Jigg's aerials (it has a large hitbox above and below
- the sparkle). Peach's buffed KO moves definitely stand out this matchup, but Jiggs can still poke
- around and juggle Peach, and can garner early KOs of Jiggs own due to Peach's very light weight. Never
- be above Peach; uair beats out all aerials and usmash has an initial crouch animation that makes it
- nearly impossible to trade/hit out of, and will KO you stupidly early due to its immense sweetspot
- strength (and can be done out of shield). Don't leave your shield too early against dair pressure
- because it has low ending lag and will chain into another dair/nair; being hit with dair will chain
- into fair.
- ==Peach pros:
- -Fair is a aerial KO move that outranges all of Jigg's options
- -grounded float into aerials can outrange/outspeed Jiggs in the ground
- -Fsmash has good range and KO power, Pan + Usmash kills Jiggs early
- -projectile vs non-projectile character
- -Mr. Saturn is an insta-kill against a shielding Jiggs (DON'T SHIELD MR. SATURNS!)
- -hard to gimp if Peach recovers low
- -floated aerials always hit at full power, aiding kill power
- -Toad as a counter
- -sideB can punish rolls and has good horizontal speed
- -turnip footstool shenanigans can be deadly
- ==Jiggs pros:
- -can play around and poke, even Peach's very slow fair
- -tall hitbox means Peach is easy to juggle and knock back
- -Floating often leaves Peach vulernable at a fixed level for aerials if fair isn't out
- -can gimp Peaches who recovery from the stage level and up
- ==============
- ==VS Pikachu== Rest KO%: 52
- ==============
- You'll find that Jiggs has a bad matchup against the Pokemon cast, and Pikachu might be the worst.
- Thunderjolt frame traps and Quick Attack spacing leaves Jiggs in a bad place. Low profile makes
- Pikachu hard to hit with aerials, and Pika has superior shield options in nair OoS. Counterpicking
- away from a FD stage is always in Pika's favor, who dominates Jiggs on Battlefield/platforms. Learn
- to stay in the air at higher%s to avoid Pikachu's kill moves, which are all largely done from the ground.
- ==Pikachu pros:
- -Thunderjolt is a fantastic projectile
- -Thunder is hard to punish and can KO early
- -Fsmash great spacing tool
- -ground options usually outspace Jiggs
- -in the air, the tail beats the feet
- -low profile means it's hard to hit
- -aproaches Jiggs at an unfavorable angle for Jiggs in the air
- ==Jiggs pros:
- -properly spaced fair beats out Pika's aerials
- -can gimp with nair
- -Pikachu has some laggy moves Jiggs can punish on whiff, more than can be said in reverse
- -spaced nair/fair can beat out thunderjolt
- -may be able to Rest Pika's multiheadbutt jab (testing required)
- ===================
- ==VS Pit/Dark Pit== Rest KO%: 59
- ===================
- Both sides have very strong options in this matchup, meaning winning is largely due to reads. This
- points me to a mostly even matchup, but I think due to the Pit's difficulty in landing a KO, and
- the possibility of gimping the Pits means this is in Jigg's favor. Good Pits won't spam their sideB
- and reserve it for punishing committed attacks and repeated aggressive approaches, so learn to mix
- things up to stay on top against Pit.
- ==D/Pit pros:
- -outranges Jiggs with most of his moves
- -faster moves on the ground and can keep a grounded Jiggs out
- -its multihit jab has a hitbox behind it
- -Pit's vertical knockback sideB can KO Jigg's early
- -sideB and downB superarmor and keep Jiggs out/punish 'trades'
- -projectile vs non-projectile
- ==Jiggs pros:
- -SideB is an easy Rest punish
- -can crouch D/Pit's arrows (harder against Pit's control)
- -better aerial maneuverability in air means you get more pokes/hits
- -Pit's taller hitbox leads to easier juggles
- -Rage Jiggs is best Jiggs, who thrives against poor KO potential characters like the Pits
- -you CAN gimp D./Pit, due to his upB having no active hitbox. Prepare your nairs into follow ups.
- ==========
- ==VS ROB== Rest KO%: 63
- ==========
- ROB has his heavy weight, projectiles, good recovery, and strong kill moves going for it. Jiggs,
- however, dances around ROB's slow aerials, juggles its large hitbox, and can still find ROB easy
- to gimp, all the while staying outside the range of most of its projectiles. Good ROBs, rare as they
- are, will mixup their upB usage to prevent being easy to gimp. Learn to play around their delays,
- projectiles, and their strong nair spacing game.
- ==ROB pros:
- -heavy, hard to KO
- -good recovery when at full fuel, can recovery high to minimize gimps
- -strong KO moves, throws, can actually position to spike Jiggs
- -projectiles vs non-projectile (laser fully charges when light on ROB head blinks red)
- -nair is strong spacing(if you have time, run beneath and shield; follow up with OoS aerial)
- -fair is decently fast and will outspace Jiggs if approaching head on in the air
- ==Jiggs pros:
- -large hitbox means all moves easier to hit
- -easy to juggle
- -relatively easy to gimp given that ROB has to choose between movement and hitbox
- -very easy pokes against ROB's slower aerials; watch out for nair spacing (only contest if you can
- get your nair/fair in before the hitbox hits you, don't do footsies/trades against ROB's nair)
- -can avoid most grounded and aerial KO moves, if careful of out of shield options and grabs at high%
- ========================
- ==VS Rosalina and Luma== Rest KO%: 50
- ========================
- I personally feel that the Rosalina matchup is in Jigg's favor. Luma's rarely in the equation for
- how Jiggs is going to approach, and Jiggs can beat Rosalina's superior aerial hitboxes with spacing
- and punishing the end-lag of whiffed aerials afterwards. Jiggs wants to get in Rosalina's face,
- over Luma's, and Rosalina has a hard time dealing with it. Jab can be VI+Jumped out of into a fast
- felled nair. Space carefully, but Jiggs wants to be aggressive this matchup.
- ==Rosaluma pros:
- -superior aerial hitboxes
- -Luma's uppercut can KO you at high%
- -Luma has very good range with its smashes, moving its entire body as a hitbox
- -dash attack can be use pretty much uncontested against Jiggs
- -usmash fairly reliable killer
- -can prevent gimps if upB used early to land on stage
- -prevent grabs with Luma out
- ==Jiggs pros
- -aggresive in-your-face aerial approach gives Rosalina trouble
- -Jiggs aerials do very well in splitting Rosalina and Luma apart
- -can vector/jump out of Rosalina's jab into an aerial punish
- -can ignore Luma for the most part due to aerial approach
- -can outspace/maneuver Rosalina's aerials into punishes
- -can gimp Rosalina who don't recovery too early, and punish those who do
- -large hitbox leads to easy juggles and easy Rests (ex. after stage landed recoveries)
- [video]http://a.pomf.se/ilhasr.webm //bad Rosalina, but demonstrative of Jiggs approaches in that wierd
- //in-your-face angle that makes it hard for Rosalinas to deal with Luma. Also, keep in mind moves
- //that knock Luma back/offstage (nair, dash attack, Rollout! are great for this)
- [video]http://www.youtube.com/watch?v=NXb54QeNSZE //Hungrybox's Jiggs vs Rosalina matches
- //SD's first match due to misinput. I think he goes for hard reads too often (spaces for a roll
- //that doesn't come) and fails to properly edgeguard on the ledge (usmash is always inferior to
- //dsmash, esp. on Yoshi's since the downward angle helps you hit hitbox-less characters like
- //Rosalina really easily). Otherwise exhibits fantastic spacing at tournament level play.
- ============
- ==VS Sheik== Rest KO%: 52
- ============
- I think Sheik is in Jigg's favor once you figure out spacing and learn to keep your
- hitbox out. Shiek's fast, but limited in range, where Jiggs can contest and trade at worst, or win
- when spaced. Sheik also can't combo off a grab/tilt after low% with VI/jumps/dodge, meaning Sheik
- has a very hard time landing a KO move. Try to always have nair out when going in to contest
- Sheik from the air, she can only land a non-Bair move if she has her hitbox out first, and you at
- worst trade.
- ==Sheik pros:
- -Fast, hard to punish and can rush to punish you in return
- -Has combos at low%, and at mid% if Jiggs players VIs wrong or isn't paying attention
- -upB is a legimately good kill move this matchup and can be landed easily as a punish
- -upB reapearrance on land has windbox that makes it harder for Jiggs to punish if Jiggs doesn't
- already have a hitbox out and ready
- -has projectiles vs non-projectile character
- -can win aerial trades with bair (but stales it)
- ==Jiggs pros:
- -can crouch/jump over needles
- -can't be comboed from low%+ with proper VI/jump/dodge
- -can vector away from Sheik's fsmash's second hit
- -Jiggs can't be KOed with uair, usmash, staled bair, or bouncing fish unless Jiggs grossly misplays
- and doesn't VI/dodge/shield
- -Rage Jiggs best jiggs
- -spaced nair beats bouncing fish, and most of Sheik's aerials, and trades at worst
- -Jiggs' dair beats out Sheik's uair
- -can gimp Shiek (far offstage, gimp normally, when closer to stage and Sheik teleports, use nair at
- the ledge, which will trade with Shiek's minor upB to your favor).
- -having a hitbox out where Sheik's upB reappears usually wins out
- -can tap the player% on bottom screen to keep track of Sheik even when teleporting
- -can Rest out of multijab (between multihit and final jab), but need to be near Shiek's hurtbox
- -can vector away from first hit of fsmash to dodge the second killing hit
- [video]http://a.pomf.se/jgqlsg.webm //note fast fall-ed aerials in order to hit Sheik; also note that
- //despite being able to Rest out of her jab, her hitbox wasn't near and so Jiggs was punished
- [video]http://a.pomf.se/vkqdvq.webm //nair beating bouncing fish for sheik offstage KO
- ============
- ==VS Shulk== Rest KO%: 63
- ============
- Shulk has good spacing tools in the air and on the ground, but suffers from a lot of starting/ending
- lag on his moves, allowing Jiggs to get in and punish. Jiggs is largely on the defensive against a
- good Shulk. The beam part of his sword does less damage, so choose to be hit/shield the beam rather
- than the red glass blade when you have the choice. The 1.04 patch gave a major buff to all of his damage
- and even his aerial landing lag, so don't take his hitboxes for granted, as they're very punishing without
- vectoring to aid in survival.
- ==Shulk pros:
- -fair/nair outrange all your aerial options and can be mixed to switch up timing
- -grounded moves all outrange you
- -counter is great against you if you attack him on the ground
- -good kill power with monado arts
- -can almost try to edge-guard Jiggs with jump form and fair/nair
- ==Jiggs pros:
- -easy to poke after avoiding his laggy moves
- -counter is almost useless in the air
- -easy to juggle
- -easy to gimp
- -reliable shield grabs on misspaced attacks, dash grab on some that are spaced
- -extra jumps make it hard for Shulk to punish with smashes
- ============
- ==VS Sonic== Rest KO%: 57
- ============
- So, Sonic was buffed like crazy from the transition from Brawl and it shows. His hitboxes outrange
- yours and now has near-guaranteed combos. That said, Jiggs can still play around Sonic, and has
- several favorable trades, despite playing catchup for most of the match. Be patient, and learn to
- not simply have an attack out if you're not in range, because Sonic can easily punish all whiffed
- attacks due to his speed. I recommend actually staying in the air rather than on the ground. You're
- theoretically able to grab Sonic out of his spins, but I find that I can't do it, either due to
- timing or more likely, latency/lag. Remember that Sonic can cancel his spin into a shield, and can
- jump with his spin (which has a hitbox) in case you try for a falling nair but don't have nair out
- in time. Some Sonics like to camp at an edge and just shield grab into bthrow kills, so learn to avoid
- attacking in these situations. You may not be able to get a grab in time to punish, but getting Sonic
- off the ledge-side is a plus for Jiggs.
- ==Sonic pros:
- -Fast, hard to punish and can rush to punish you in return
- -Dash attack rushes past your shield
- -tilts and jab and smashes outrange yours
- -has higher kill power than you do
- -can string moves from his spins to rack up damage
- -spin shenaningans
- -upB puts it in a range Jiggs can't follow, and can have a lagless dair to come down quickly
- -usmash can suck Jiggs in even when Jiggs is attacking
- -Sonic is invincible during his upB bounce, and thus cannot be gimped
- ==Jiggs pros:
- -Spaced nair beats out a lot of what Sonic has, and trades at worst
- -Sonic is tall enough to shorthop aerial
- -Jiggs can VI/jump out of all of Sonic's combos/strings
- -can dair Sonic out of his dashes/spins fairly safely
- -don't contest his charges smashes and Sonic can't KO you that easily, esp. since vectoring makes
- Jiggs hard to kill in the air from his normal followups
- [video]http://a.pomf.se/kpmyor.webm //enjoy 7 minutes of Jiggs trying to keep up and approach Sonic
- //key things to look for are ways you can contest the spin and spacing moves; can't really gimp
- //note how Jiggs is punished on early/whiffed aerials
- =============
- ==Toon Link== Rest KO%: 55
- =============
- TLink has some wicked aerials you need to look out for, but overall has the same difficulty Link
- does with Jiggs. This is a nice matchup for Jiggs. TLink has a better projectile game against Jiggs
- with his superior boomerang and bomb followups into aerials/smashes (learn to avoid bombs in general,
- but this is mostly something you'll learn with experience), and has an easier time killing Jiggs than
- Link due to single hit usmash, fair/bair, and a killing bthrow, so don't underestimate TLink. If you
- find yourself getting punished and hit with TLink's boomerangs and aerials, remember you can always
- jump/float back and engage a little later to mess up his timing/spacing on his projectiles.
- ==Toon Link pros:
- -fair/bair can outrange and are very strong options
- -projectiles vs non-projectile
- -zair can hit Jiggs in the air
- -can chain zair > bomb > aerial/usmash
- -zair can help with recovery/ledge grabbing
- -Single hit usmash and bthrow make for good kill options
- ==Jiggs pros:
- -can easily stay outside his projectile range
- -can vector/jump out of TL's fsmash second hit
- -easy to gimp, floatiness is more akin to yours, meaning it's easier to get to TLink in time
- -Shorthop aerials still hit
- -you can fair/nair his boomerange/arrow projectile
- ===============
- ==VS Villager== Rest KO%: 58
- ===============
- Villager is an annoying matchup due to how campy most players will play them. When you face a good
- Villager who isn't needlessly campy, then they're still annoying because their fair/bair is such a
- good tool against Jiggs in the air. This isn't a difficult matchup as long as you know of Villager's
- legitimately good options against Jiggs, since Jiggs can avoid putting itself into danger, but that won't
- mean you won't eat a hundred slingshots and face three million attempted Gyroids in doing so. When Villager
- is on the ledge, learn to expect the drop > jump > fair on stage/ledge. Try to force upB recoveries over
- sideB Gyroid rides (which you can't keep up with). You can attempt to pop the balloons with fair/nair, or
- or punish stage landing with bair/Rest.
- ==Villager pros:
- -fair/bair beats your aerial approaches that are head on
- -dair has amazing priority and can spike you if you try to recovery near the ledge
- -Fsmash has tremendous KO power on blast KOs/whiffed Rests
- -utilt can kill, and ftilt can keep you away if Jiggs lands next to Villager (ftilt also kills at high%)
- -Tree kills super early
- -projectile vs non-projectile character
- -diffiult to gimp
- -Gyroid has small auto-targetting properties, making it impossible to crouch
- ==Jiggs pros:
- -can shorthop aerials
- -can fair/nair the slingshot projectiles (just make sure you're not in end-lag when actually reaching Villager)
- -can gimp with difficulty, aim to fair the balloons, or stage spike for best chances
- -can easily hop over Gyroid, so you're never forced to approach its campy little forest
- -shield is safe this matchup (learn to shield ledge-campy Villager's fairs)
- -avoiding mindlessly short hopping fairs/nairs because its usmash/utilt is a good anti-air that can
- KO Jiggs.
- -can hit Villager out of his Gyroid riding if you hit his head/body hitbox without being hit by the Gyroid
- ============
- ==VS Yoshi== Rest KO%: 59
- ============
- Yoshi saw a major buff and it definitely shows in the matchup. Easy string of moves that appear
- lagless, a shield you cannot shield poke, good range and heavy weight all work to give Jiggs
- trouble. Jiggs has to work to get in, and it isn't always safe when you do, but a lot of things get
- better when you learn the matchup/Yoshi's rather good range so you know what to not contest. Another
- character that you don't want to land in front of after shield poking, as its jab beats out anything you
- do. Learn to avoid using Jab in this matchup, as you'll always lose to a counter-jab.
- ==Yoshi pros:
- -can't be shield poked
- -near lagless transitions from aerials into jabs/tilts/smashes
- -strong bair that outranges you
- -Nair is huge and contests your own nair
- -can get early KOs with smashes and uair
- -egg spam is too good
- -weirdly heavy, hard to kill/knock over, likely due to hitbox wideness
- -super armor on second jump to make gimps difficult
- -downB shield break damage can lead to insta-KO
- -dash attack safe on shield since it moves you past it
- ==Jiggs pros:
- -can shorthop aerials
- -nair tends to trade and beats some moves
- -hitbox is large enough to consistently hit with moves/slightly easier Rest
- -fair can outspace some of Yoshi's options
- -you CAN gimp Yoshi, just towards the end of his second jump where he loses armor
- -for an easier time gimping Yoshi, learn to footstool (dodge the egg), which bypasses armor
- ======================
- ==VS Zero Suit Samus== Rest KO%: 54
- ======================
- This is another high tier matchup where Jiggs does well, if not very well for itself. You can crouch
- ZSS's b, misspaced sideB, dash attack, and fsmash, shutting down most all of her 'safe on shield'
- moves. This greatly eases the matchup for Jiggs with a safe shield and retaining good aerial options
- with some Rest punishes (dash attack/fsmash). ZSS has superior movement over Jiggs and can still
- outspace Jiggs with her moves, so don't underestimate a good ZSS, however rare they may be. At low/mid%s,
- you can contest trades with ZSS's downB, but learn to avoid it at high%s as it will KO Jiggs, who otherwise
- doesn't die early except to ZSS's strong and fast bair. Learn to avoid the expected bair if a ZSS
- tries to approach you backwards when you're at kill%.
- ==ZSS pros:
- -outranges on the ground and with sideB/ftilt, and in the air with most aerials
- -downB has invincibility frames and can beat out Jigg's aerials due to angle of approach
- -hard to gimp
- -fast, making it hard to punish, while ZSS can dash to punish your landing lag/etc
- -good killing power in bair
- -fast vertical jumps means it can aircamp Jiggs
- -dair can punish aggresive aerial Jiggs
- ==Jiggs pros:
- -crouch blaster, misspaced sideB, dash, fsmash
- -crouch into Rest for dash attack and fsmash
- -can punish ZSS's laggier aerials
- -easier to juggle ZSS on the ground and air
- -you can gimp ZSS, but takes a lot of work and depends on her downB availability, but possible.
- -can vector out of dthrow followups at mid-high/high%
- -can't be hit by second hit of upB unless Jiggs actively vectors down
- -needs testing to see if you can Rest out of jab combo/fsmash
- [video]http://a.pomf.se/ipackl.webm //Though not a stellar ZSS, this shows examples of crouching
- [video]http://a.pomf.se/pcwkdx.webm //first stock KO
- [video]http://a.pomf.se/mjvawr.webm //another first stock KO, Rested ZSS's dair
- [video]http://a.pomf.se/wbjihn.webm //a full match
- [video]http://a.pomf.se/rxmynf.webm //Sing KO
- ==================================================
- .-------------------------------.
- | Stage Analysis | // Under Construction [STG]
- .-------------------------------.
- Jiggs is in a pleasant place where the Omega mode stages of For Glory is actually in Jigg's favor
- in most matchups. That said, for tournaments and friendlies, Jiggs will see more than just a flat
- terrian and it significantly affects how the matchups turn out and not always to Jigg's advantage.
- This, like the matchup section, will largely be under construction for the longest time and will
- contain subjective information.
- As a rule of thumb, FD/Omega is always a good place for Jiggs, and Battlefield is bad.
- ==Final Destination==
- The only con about this stage is that it's long, allowing for fast running characters to have more
- ground to bait for openings and for projectile users to camp. That said, Jiggs tends to avoid most
- projectile spam by playing in the air, so Final Destination is all in all a great stage for Jiggs.
- ==Avoid against: Little Mac, Sonic(?)
- [video]http://a.pomf.se/svdvvc.webm //Jiggs stage spiking with bair around 00:15
- ==Omega Mode==
- This is like Final Destination, however, depending on whether the stage is a floating island, straight
- tower, or has an incline makes certain stages more preferable to Jiggs. Jiggs likes Omega stages like
- Arena Ferox with the FD incline on the ledge, as it sets up ideal trajectories for stage spiking. Jiggs
- can also jump underneath the stage and get to the other side on the island stages. Flat tower stages
- often restrict recovery paths, also offering a boon for Jiggs. Inclined island stages (like Ferox and
- the G&W stage) will be grouped with FD analysis. This section will be reserved for specific matchups
- where the flat tower offers a notable benefit or con.
- The flat tower does allow other characters to wall jump, so certain characters will benefit from this
- stage more than Jiggs can.
- ==Avoid against: Little Mac, Sonic(?)
- ==If possible choose FD/island over tower Omega stages: Wall jumpers
- ==Battlefield==
- My favorite stage is the worst place for Jiggs to fight. Being unable to reach the top platform in
- two jumps will often leave Jiggs being platform camped by everyone who is faster with better vertical
- jumps, which is everyone. The only benefit here is that Usmash barely pokes (but still pokes) the
- lower platform and the technicality of uair pokes. However, pretty much every other character can
- take advantage of this stage better than Jiggs can. This stage alone can turn some even matchups into
- an uphill nightmare. Mind you, if we're being technical, this is not a bad stage for Jigglypuff; it's
- just that every other character takes advantage of it so much better than Jiggs can.
- ==Avoid Against: Marth, Pikachu, MK, (assume everyone here until proven otherwise)
- ==Yoshi's Island==
- This is likely Jigg's best stage with a few caveats. This is the stage you want to counterpick when
- your brain is telling you to go Battlefield for a stage with platforms. This is also the stage you
- likely want to avoid against the super small can't-shorthop-aerials due to the caveat. Caveats:
- the side platforms that randomly appear will often prevent followups more often than save you from
- follow ups due to Jigg's highly active offstage play (this is a minor one, overall; the platforms
- are useful for Jiggs too, offstage platforms to get all your jumps back for even deeper offstage);
- the only significant caveat is the sloped main stage. This WILL require you to change your spacing
- and attack timing otherwise you will whiff even your short hops.
- ==Avoid against: nobody until proven otherwise
- ==Prism Tower==
- I have very little experience with this stage, so hope other Jiggs main can contribute here. Theoretically,
- this is a great stage for characters with bad recoveries due to the many opportunities to gimp. The
- lack of a too-tall platform also means it doesn't have the problem Battlefield has in being a playground
- for opponents to platform camp Jiggs. Likely a good stage for Jiggs, but definitely avoid against faster
- characters, for whom this is just another stage to air camp/run away from a Jiggs who will struggle to
- keep up.
- ==good against: poor recoveries/easy gimps
- ==Arena Ferox==
- When applicable, this is likely Jiggs best counterpick stage. It has a high ceiling (mix of slight Rest
- nerf vs much improved survivability with super light Jiggs), and stage transformation with walls. Jab has
- the property of having a slightly lifting trajectory, preventing shield grabs on hit due to forcing landing
- lag before they can react. At mid%s, Jiggs can jab combo characters into a wall for 6-10 hits into an
- unavoidable Rest KO. The transformations also don't hurt Jiggs compared to other characters.
- ==good against: everyone until proven otherwise
- [credits: ZHMT @Smashboards]
- //////////////////////////////////////////////
- //Older pastebins
- //v.1 : http://pastebin.com/Aeu3y23U
- //v.2 : http://pastebin.com/SyYX6zqk
- //v.3 : http://pastebin.com/PnzXTyGs
- //v.4 : http://pastebin.com/wH86hkF6
- //v.5 : http://pastebin.com/tWB6p3AD
- //v.6 : http://pastebin.com/Kvg0bWJv
- //v.7 : http://pastebin.com/eCuGGwNb
- //v.8 : http://pastebin.com/UDynZTAi
- //v.9 : http://pastebin.com/BSx4SNvc
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