Advertisement
Guest User

Smash4 Jiggs Primer

a guest
Nov 26th, 2014
554
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 112.29 KB | None | 0 0
  1. ===========================
  2. =Jigglypuff: A Primer = ver. 10
  3. ===========================
  4.  
  5. Table of Contents:
  6. ==================
  7. Summary.............................................[SUM]
  8. Moveset.............................................[MOV]
  9. Moveset Analysis....................................[ANA]
  10. Custom Moves........................................[CUS]
  11. Rest KO %s..........................................[RKO]
  12. Additional Techniques...............................[TEC]
  13. Matchups............................................[MAT]
  14. Stage Analysis......................................[STG]
  15.  
  16. ==============================
  17. .-------------------------------.
  18. | Summary | [SUM]
  19. .-------------------------------.
  20.  
  21. Jiggs is a character that excels at bait/punish play, partially due to its moves being
  22. unsafe/punishable when blocked, and because its positioning in the air and ground allow Jiggs to
  23. be in a prime position to punish unconnected moves. This means that many matchups require
  24. Jiggs to be played patiently. Despite this, Jiggs is very rewarding character to play, whether
  25. it's chaining aerials, getting gimps offstage, or landing that Rest. Jiggs has good damage
  26. grabs, a great air game, and the best high risk high reward kill move. These factors and the way
  27. its aerials chain into each other allow Jiggs to be very aggressive in many matchups, and can do
  28. amazing things when given momentum, often literally taking the opposing character to the side blast zone.
  29. Remember to mix it up. Trying to constantly fish for a Rest at low and high percents will make Jiggs
  30. very predictable, same goes for only ever trying to approach with aerials, as each individual
  31. component of its moveset is limited and predictable if spammed.
  32.  
  33. ==Pros:
  34. -Rest
  35. -Strong aerial game
  36. -floatiness allows it to escape some combos/multihits
  37. -buffed kill moves in bair, rollout, rest
  38. -hard for many characters to deal with due to aerial positioning
  39. -gimps well
  40. -smooth aerial play, esp. with an aerial attack out (better controls)
  41. -all of its non-jab moves do ~10% per hit
  42. -Rest combos at low percent, flower usually builds damage into Rest KO%
  43. -Sing now viable
  44. -Nair/fair beats out almost all of the weak projectiles
  45. -taxi service to side blast zone with aerial strings
  46. -high damaging moves means it'll clash/clank with many moves
  47.  
  48. ==Cons:
  49. -feet don't have much range in comparison to other disjoints/swords/claws/magic
  50. -most everything is unsafe on shield
  51. -vulnerable to counters with decent power lingering hitboxes, no disjoints, and light weight
  52. -lightest character in the game, dies early
  53. -struggles with super fast characters
  54. -struggles with characters that outrange its feet period
  55. -Rest is unsafe against certain characters if it doesn't star KO (random chance)
  56. -instantly dies when shield is broken in a game where shield breakers are buffed and new ones added
  57. -remaining in the air leaves Jiggs with fewer defensive options due to lack of directional dodge and shield
  58.  
  59. ============================
  60. .-------------------------------.
  61. | Move Set | [MOV]
  62. .-------------------------------.
  63.  
  64. Move Damage Frames (active hitbox)^
  65. =====================================================================
  66. Jab1 : 3% 5-6 //sync
  67. Jab2 : 3% 5-6 //sync
  68. Dash attack : 12% 5-9
  69. Dash (sourspot) : 8% 10-21
  70. Ledge attack : 6%
  71. Getup attack : 7%
  72.  
  73. Ftilt : 10% 7-10 //sync
  74. Dtilt : 10% 10-12 //sync
  75. Utilt : 9% 9-15 //sync
  76.  
  77. Fsmash, charged : 15% , 21% 16-19 //sync
  78. Fsmash, charged (sour) : 12% , 16% 20-24
  79. Dsmash, charged : 11% , 15.33% 14-15 //sync
  80. Usmash, charged : 14% , 19% 16-20 //sync
  81. Usmash, charged (sour) : 12% , 16.75% //sourspot in front/towards the end, same frames
  82.  
  83. Grab 6-7 //sync
  84. Dash Grab 8-9 //sync
  85. Pivot Grab 9-10 //sync
  86. Grab pummel : 3.10% 10-11 //sync
  87. Fthrow : 10%
  88. Dthrow : 4% + 6% = 10%
  89. Uthrow : 10%
  90. Bthrow : 10%
  91.  
  92. Nair (strong hit) : 11% 6-7 //sync
  93. Nair (weak hit) : 6% 8-31
  94. Fair (strong hit) : 9% 8-9 //sync
  95. Fair (weak hit) : 6% 10-21
  96. Dair : 1.5% 7-8, 10-11, 13-14 //sync
  97. Dair (final hit) : 2% 16-17
  98. Uair : 9% 9-22
  99. Bair : 13% 12-14
  100.  
  101. Rollout : 7%-14%
  102. Pound : 11% 13-29 //25E
  103. Rest : 20% 2-4 //272 //sync
  104. Rest!flower : 36%, (56% total)
  105.  
  106. >>Landing lag frames
  107. Nair : 15
  108. Fair : 15
  109. Bair : 18
  110. Uair : 15
  111. Dair : 30
  112. Air Dodge : 22
  113.  
  114. *Fresh moves have a 1.05x boost in power in real games
  115. *Jiggs aerial movement control increases when it has an attack hitbox out (practice with nair)
  116. ^Frame data may be off by one for the ending frame on //sync marked moves (add 1 to final frame if wrong)
  117.  
  118. [credit]Humpy Thrashabout @smashboards for frame data derived from Dantarion's data mine of v1.04
  119. @ http://opensa.dantarion.com/s4/mastercore2/index.php?char=purin&mode=view104
  120.  
  121. ===========================
  122. .-------------------------------.
  123. | Move Analysis | [ANA]
  124. .-------------------------------.
  125. =======
  126. ==Jab== //Decent in a pinch, tends to be unsafe depending on matchup
  127. =======
  128. Decently quick, second hit has deceptive range. It has a ~45 degree trajectory, so it'll often
  129. lift opponents off the ground just the slightest. The landing lag generally allows you to get
  130. into another two hit jab combo if they're close enough or a ftilt. Other characters can beat
  131. your jab by merely jabbing back with faster/better range jabs, so take care on matchups. Can chain
  132. into another jab combo, dash attack, or grab depending on %.
  133.  
  134. [video]http://a.pomf.se/svdvvc.webm //at 00:009, note the lifting trajectory causing landing lag,
  135. //allowing Jiggs to string several jabs into a dash attack against characters who do not have
  136. //fast jabs/nairs in return
  137. ===============
  138. ==Dash Attack== //fantastic for punishing rolls and can KO
  139. ===============
  140. It has good damage and horizontal movement for the active hitbox, allowing you to punish many
  141. character's (not all) dodge roll. It has ~35 degree trajectory at mid
  142. percents, and an almost 0 degree trajectory at very low percents. At low percents,
  143. this is incredibly unsafe as the knockback is minimal and will leave you helpless
  144. against their jab/grab. At higher percents, this is a great kill move, especially
  145. at the edge of the stage. Lingering hitbox means it's great to edgeguard and to punish
  146. ledge getup attacks/stands. At mid percents, will chain into itself and is a good option
  147. to get opponents offstage. It has a strong hit with good KO power at high% depending on close
  148. to the ledge you are early into the animation; the sourspot has drastically reduced KO power.
  149.  
  150. =========
  151. ==Ftilt== //fastest ranged move on the ground
  152. =========
  153. It has decent range, allowing you to follow up a jab combo at lower percents for good damage.
  154. It has ~30 degree trajectory, putting them in a favorable position to chase in the air from
  155. low-mid percents and up. Can be angled up/straight/down.
  156. =========
  157. ==Dtilt== //longest ranged tilt with good trajectory
  158. =========
  159. Your ground tilt with the longest range. It has a ~10 degree trajectory and decent knockback,
  160. allowing it to be very effective in keeping things away. It's a good move
  161. and sets up opponents favorably offstage, but there aren't any set situations for which
  162. to set it up.
  163. =========
  164. ==Utilt== //strong vertical knockback and can KO, at low% can chain into Rest
  165. =========
  166. The hitbox extends slightly in front on you; if you can overlap your face into their hitbox,
  167. it'll likely hit. This move hits up to about half a Jiggs body length behind you with strong
  168. vertical knockback (~90 degrees), and can KO at high percents. Jigg's poor vertical jumps
  169. means it can rarely follow up, but you can use it as an opportunity to juggle as they come
  170. down. At low%, you can utilt into a short hop Rest, this is confirmed to be a true combo by
  171. the game. This move actually kills earlier than Usmash will and is so much more disjointed than
  172. usmash is. Don't underestimate this move.
  173.  
  174. ==========
  175. ==Fsmash== //strong KO move with starting and ending lag
  176. ==========
  177. This move has deceptive range in that you think it'll have more range that it actually has.
  178. This is a strong move (highest damage short of Rest), and is one you want to learn to space to
  179. punish rolls and landing lag when you can, as it has notable starting and ending lag where
  180. there is no hitbox active. Landing a kill move of this strength will get you miles ahead of
  181. the match. Spacing yourself to avoid an incoming fair and fsmashing their landing lag is a good
  182. way to land it, partially matchup dependent. You can use this to 'contest' spot dodges in a
  183. weird case where the startup lag is beneficial. Your best smash attack. It has a sweetspot with
  184. more damage and knockback at the start of the animation, and a sourspot at the end with greatly
  185. reduced damage and knockback.
  186. ==========
  187. ==Dsmash== //strongest horizontal knockback to punish poor recoveries
  188. ==========
  189. This move has strong knockback and has a 0/1% trajectory, a rare and valuable quality. This is
  190. ideally used against characters with poor horizontal recovery (where it can snag you a gimp
  191. with zero offstage work), and can be used to punish dodge rolls (but be aware of its
  192. comparatively short range). A great tool in Jigg's aresenal. This move is your best punishing move against
  193. characters who like to cling to the ledge while not having invincibility, as the straight horizontal
  194. knockback will make it extremely difficult for most all of the cast to recovery, and its ability to hit
  195. slightly below the ledge/hit ledge hanging targets while you're on stage. This is a great move to charge
  196. and release against characters whose recoveries tend to overshoot the ledge (assuming they don't have
  197. armor like Charizard/Ike), as you always win this trade. Charging this is akin to a fourth taunt.
  198. ==========
  199. ==Usmash== //decent KO move that's safer but harder to hit
  200. ==========
  201. This is a decent vertical KO move with a 90 degree trajectory. Can be done out of a dash,
  202. giving it more opportunities to see use compared to other smashes; however, the small range
  203. means it's harder to land in conjunction with Jigg's slow run speed. This is hard to land, but
  204. a great move to use to punish overshot recoveries and other moves that leave characters
  205. helpless falling down to the stage due to its immediately high payoff because it's relatively
  206. quick and has only little lag. Probably the least powerful of your smashes in getting KOs, but
  207. second most reliability in landing. This move has a sweetspot during the start when Jiggs swings its
  208. head back and up, and a sourspot at the end of animation, when Jiggs swings its head forward which has
  209. greatly reduced kill power.
  210.  
  211. ==========
  212. ==Pummel== //everyone should use this more often
  213. ==========
  214. Jiggs has great grabs for racking damage and has an nice, strong pummel; this is only
  215. magnified with how safe shields are in Smash4. Always try to work them in when you can.
  216. There's nothing to hate about racking good damage and refreshing your stale moves.
  217. ==========
  218. ==Fthrow== //Decent when used to get them offstage, but bad trajectory
  219. ==========
  220. All of Jiggs throws do a good 10% damage, so feel free to mix them up if you aren't planning a
  221. follow up. Fthrow has a 45 degree trajectory. This is decent to throw them offstage when you
  222. can, but Jiggs can't follow up on this due to poor horizontal movement and poorer vertical
  223. movement after its second jump. Use to throw offstage or to keep your other throws at a
  224. fresh-ish 10 to maximize damage.
  225. ==========
  226. ==Dthrow== //Okay vertical throw
  227. ==========
  228. This has a ~75 degree trajectory and is another throw that Jiggs can't follow, but can lead to
  229. juggling on the way down. Use this to keep things fresh.
  230. ==========
  231. ==Uthrow== //Okay vertical throw
  232. ==========
  233. This has 90 degree trajectory and is the closest thing Jiggs has to a 'killing' throw, but
  234. only at percents ~250%+. Use it to vary things up and to punish characters with poor downward
  235. aerials as you chase/juggle them on their way down.
  236. ==========
  237. ==Bthrow== //Best throw, love it
  238. ==========
  239. This is your best throw. It has decent knockback at ~37 degree angle behind you. This is the
  240. best move to get characters off stage for a gimp. This throw also has the lowest angled
  241. trajectory, meaning it's the best move to give you a chance of following up. If you don't
  242. think you can really follow up due to stage positioning, consider using another throw to keep
  243. this one fresh and prevent them from getting used to vectoring this correctly.
  244.  
  245. ========
  246. ==Nair== //Your best aerial, and your best friend
  247. ========
  248. If Jigglypuff is a chess simulation, Nair is the King, a jack of all trades with all the right features
  249. to make it the most valuable aerial you have. It has good damage (not best), good knockback (not best),
  250. the about tied for the longest lingering hitbox with Pound, and is the only move in your kit that
  251. actively sets up for follow ups aside weak hit fair(no true combos). It has the Sakurai Angle
  252. trajectory (horizontal at low percents, diagonal at higher to prevent landing lag abuse at low
  253. %s), but settles ~37 at mid percents and up. This is the best move to gimp with due to
  254. lingering hitbox. This is a sex kick: this has a 'strong hit' hitbox when it first comes out,
  255. then a lingering 'weak hit' hitbox after that. It's a strong kill move option offstage with
  256. the strong hit, it's a great follow up starter with the weak hit on and off the stage. This
  257. move combos better the more stale it is, and gimps/kos offstage better the fresher it is. This
  258. move has weird priority/hitbox which stems from nair actually making Jiggs hurtbox smaller, while having
  259. decently disjointed hitbox all around it (greatest hitbox/hurtbox ratio). Learn to short hop your nairs to
  260. approach (not safe on shield), and to fast fall this from second jump height and up. You can
  261. use this to force characters to use their recovery moves earlier than they mean to when used
  262. to chase offstage due to how long it lingers and its good trajectory. Nair is king because it
  263. is your most valuable aerial. Learn to short hop it, learn to full hop it to hit the top of a shield
  264. and land behind an opponent, learn to chain weak hit nairs into fair/nair/Rest!, learn to gimp with nair,
  265. etc. The hitbox is basically 90% of Jigg's body, starting at Jigg's feet. King for being so versatile
  266. despite losing out to most all other moves in each category, king for being the most valuable move you have.
  267. ========
  268. ==Fair== //Longest forward ranged aerial with minor sex kick effect
  269. ========
  270. This is your fastest aerial with the longest reach. This has good power and okay knockback,
  271. and is your third strongest offstage killer (with a hitbox that lasts longer than bair). This
  272. is a weirdly good move to punish charging smashes that don't have superarmor due to how its
  273. speed and range, often beating out their reaction time in releasing their smash. The weak hit
  274. isn't as good as setting up follow ups as nair is onstage, but is decent in its own right. The
  275. semi-low knockback can be used to set up chains of aerials offstage between nair and fair.
  276. This requires practice, knowing when to preemptively add an extra jump, which move to use,
  277. where to place yourself, and reading how your opponent moves/jumps/etc. Learn to balance both
  278. fair/nair, as they can both serve to create follow ups at various percents and staleness.
  279. Perfectly spaced tips the retreating can be safe against shields on non-fast runners, and is your best
  280. spacing move in many matchups with characters with disjoints. Learn to short hop/full hop fairs into
  281. a retreat so you land/jump away from their grab range.
  282. ========
  283. ==Dair== //Multihits, can shield poke, rarely spikes, immense landing lag
  284. ========
  285. This is a multihit move that does 2%/1% for most hits and a stronger final hit at the end. The
  286. final hit has a bigger hitbox and knocks them up. This move can shield poke if you decend on
  287. their shield and they either let up too early or it pokes their feet with the hitbox. This
  288. move has a weak spike effect on most of the hits before the final strong hit, meaning you'd
  289. have to hit them and then move out before the final hit, meaning this will rarely happen with
  290. the new multihit mechanics in Smash4, but is a possiblity. The final hit has a deceptive
  291. hitbox, and will often hit when neither of you expect it to. It's a great move to punish dodge
  292. rolls due to its lingering hitbox, and the final hit knocking them up for a follow up aerial.
  293. Don't try to approach with it while in grab range, it's unsafe on shield, and unsafe if you
  294. land during the move due to high landing frames. When using this from any jump beyond the first,
  295. learn to fast fall these in order to hit the opponent.
  296. ========
  297. ==Uair== //It exists, and chains into rest at low%
  298. ========
  299. This has 90 degree trajectory with decent knockback. At low percents, you can short hop a uair
  300. into a short hop Rest, putting you at a 56% lead near the start of the match if you pull it
  301. off. It can sort of juggle at mid percents, and can poke at high. The hitbox starts behind you
  302. and move forward. It's the only move that has a hitbox above you in the air, so will never truly
  303. be useless. Hitbox lingers a decent amount for juggling. The hitbox size is about half of Jigg's
  304. body above it, actually making it one of Jiggs' most disjointed aerials. Best move to punish the jump
  305. option against opponents on the ledge.
  306. ========
  307. ==Bair== //Your most reliable kill move
  308. ========
  309. This is an incredibly strong move, able to kill near the side of the stage relatively early,
  310. and especially off stage. This has a ~37 degree trajectory. This move has the shortest
  311. duration, so requires precision. Try not to use this too much at low percents, as its power
  312. fresh as a kill move with relatively no drawback is unparalleled in Jigg's moveset; don't use
  313. this like melee/brawl Jiggs did as a spacing tool, this move has been repurposed. This move has
  314. a sweetspot closer to Jigg's body, and is sour/weaker at the tip; this only applies to knockback
  315. as the damage is the same throughout. A pretty good option to punish the jump from ledge grabbing along
  316. with uair. The sweetspot is about 79% more base knockback (credit: ZHMT @ Smashboards), making sweetspot
  317. bair basically one of the strongest moves in your moveset. Learn to space it so you hit close to your body
  318. and not the tip when you want to go for the kill (but don't be predictable, if you constantly approach
  319. your opponent backwards, it's not hard to see what you're trying to do). Don't forget you can Reverse
  320. Aerial Rush (RAR) this move to aid in KOing (run > reverse direction > jump > bair is now in front).
  321.  
  322. ===========
  323. ==Rollout== //Kills you, kills them
  324. ===========
  325. This move will get you killed with the slightest misinput. However, this is a strong kill move
  326. that's less punishable than others when used correctly, and so is very valuable. Treat it as
  327. carefully as Rest and it'll do you better than Rest does due to how much more often it's
  328. available to use. This has good knockback at higher percents and has ~30 degree trajectory. It
  329. fully charges really quickly (gold flash ~2second) and is always released first in the
  330. direction you were facing when you started charging. When fully charged, it will roll for a
  331. length of about ~1.5x the length of FD before freeing you from the roll. Practice so you have
  332. a general idea of when you'll stop (you can estimate it to land near your enemy, who will
  333. react slower than you can plan a grab/ftilt/etc if you are self-aware of Rollout). You can
  334. release this before it's fully charged after a certain point and it will still do decent
  335. knockback. This is a nice move to punish charging smashes, landing lag, whiffed recoveries,
  336. etc. Very punishable, but it has uses and isn't always terrible. If you toggle this back and forth
  337. while passing through an opponent's shield, this will shield break; this is really only possible with
  338. lag allowing you to input so many back and forth movements. This move can bypass some counters like
  339. Marth/Lucina/Shulk's depending on positioning and speed.
  340. =========
  341. ==Pound== //lingering hitbox and semi-halted movement makes it a good tool for mixups
  342. =========
  343. It has decent priority, a deceptively lingering hitbox (lasts as long as its hand is out), can
  344. still be slightly angled up and down (not enough to boost recovery as in Brawl). There is no
  345. significant difference between a grounded and aerial pound, which makes it less useful; it
  346. isn't safe on shield, despite being able to 2hit into a shield-break, so its shield eating
  347. properties aren't that great given how fast shields recharge. Hitbox only exists on its hands,
  348. so is generally inferior to nair, which has a hitbox that extends into Jigg's body. It has ~80
  349. trajectory. This move's lingering hit allows you to mixup your timings, allowing you to punish
  350. opponents who try to rush in and punish your ending/landing lag. Practice mixing this up against
  351. aggressive opponents. This move does 64% of a full shield (Shields have 50HP), allowing you to 2-hit
  352. shieldbreak, but due to how fast shield regen in this game, it's difficult unless you chain Pound >
  353. Rest into each other. The shieldbreak stun lasts long enough for you to get a Rest in. The high
  354. damage makes this a great move to clash/clank with many, many moves.
  355. ========
  356. ==Rest== //The reason why you main Jiggs
  357. ========
  358. This is the definition of high risk, high reward. Greatly buffed from Brawl (but slightly
  359. nerfed from Melee), this move has a hitbox only a little smaller than Jigg's body, meaning you
  360. want to overlap to guarantee the hit. The vertical knockback is ideal as it seems it's faster
  361. to kill off the top than the sides. You stay asleep for ~5 seconds before you can act again.
  362. This kills stupidly early, learn the %s where this is applicable to the cast to maximize kill
  363. speed. At 0%/really low%, you can chain utilt/uair into a short hop Rest, and at other times
  364. can be set up with hard reads, crouch into shorthop Rest, Sing setups, can be used out of
  365. shield to punish attacks on shield at Rest KO % for immediate kills, and is a game changing
  366. punishing tool on dodge rolls and ledge getup choices. The flower adds up an amazing amount of
  367. damage, but has this tendency to sometimes fall off if the target is blast off the screen, but
  368. not past the blast zone. This means Rest is maximized early in the match and at kill%. The hitbox comes
  369. out on frame 1-2 (testing needed for exact), and leaves you with a slight period of invincibility after
  370. the hitbox comes out (about as long as it takes for Jiggs to close its eyes and stop glowing).
  371.  
  372. [video]http://a.pomf.se/hmvfph.webm
  373. ========
  374. ==Sing== //A great setup for Rest/smashes at high%s, but still risky
  375. ========
  376. Sing has three pulsing hitboxes with a bit of starting lag; you can test this by singing lvl 9
  377. CPUs, who will shield all three hitboxes. The sleep duration is proportional to knockback and
  378. likely can stale. Sleep duration is based on two things: % (determines max time), button
  379. mashing (how early they can get out). Against a person who doesn't mash much, you can Sleep
  380. them ~65% and still move before they wake; ~90% for those with decent mashing skills, ~110%+
  381. for lvl9 CPUs and the most dedicated of mashers. Sing becomes a fantastic setup for a
  382. guaranteed kill at high percents, making it a high risk, very high reward move. Can be ledge
  383. cancelled for a safer way to possibly land the sleep. You can only put grounded opponents to sleep, and
  384. Sing's hitboxes will trigger counter, so remember the situations in which you can't use it.
  385.  
  386. =========================================
  387. .-------------------------------.
  388. | Custom Moves | [CUS]
  389. .-------------------------------.
  390.  
  391. I'm basing the usefulness of these moves for standard competitive/For Glory play (whether that's
  392. 1v1, teams, or FFAs, all are considered). You'll find that most of these custom options aren't really
  393. that good, but you still have a semblance of choice. Certain moves do much better in multiplayer games
  394. (Relentless Rollout does better in Team Attack: ON; Raging/standard does much better in Team AttacK:
  395. OFF; etc), and certain customs are much better in Smash Run (Leaping Rest acts as as third jump and
  396. the two hitboxes (initial and jumping) means it's a better move than standard Rest against the Smash
  397. Run ensemble. Please keep this in mind as you read my opinions on these moves.
  398.  
  399. ===========
  400. ==Rollout==
  401. ===========
  402. ==Custom2: Relentless Rollout==
  403. This move is decent, allowing you to move past opponents on hit rather than getting stuck in the
  404. bouncing hit lag of the regular Rollout. It can be used like Sonic's dash attack in allowing you to
  405. not be punished on shield and lets you do decent damage in multiplayer games. Personally, I find the
  406. weakened damage and near non-existant knockback to be a major change from the way I use Rollout as
  407. a punish with KO potential, but it isn't a terrible option to consider. Remember that this move will not
  408. clash or clank like the old Rollout will due to its very low damage.
  409. ==Custom3: Raging Roll==
  410. Boosted damage and knockback, but you can't turn. This would be a strong punishing move if it didn't
  411. also increase the charge time. The inability to turn actually reduces potential damage, as you often
  412. find yourself hitting on the return path when using Rollout, and cycling back and forth between a
  413. shielded opponent can lead to a shield break. I'd personally pass on this as well. This could be a
  414. decent move in multiplayer, but haven't been able to test it there.
  415.  
  416. =========
  417. ==Pound==
  418. =========
  419. ==Custom2: Sideways Pound==
  420. This move has reduced horizontal momentum in exchange for horizontal knockback. This would be a
  421. great move for gimping and setting up offstage play, but it seems the knockback is mostly fixed with
  422. a terribly scaling growth. You won't ever kill with it, nor will it knock them off significantly
  423. offstage should you use in on the ledge. This and the reduced horiztonal momentum makes this a pass
  424. for me.
  425. ==Custom3: Pound Blitz==
  426. This is an interesting move. You get slightly more horizontal momentum, Pound becomes a multihit move, and
  427. you lose its shield damaging properties as payment. This is a decent alternative to Pound and is a
  428. great move for shield poking and punishing greedy shield grabs. In a tactical perspective, you lose
  429. the ability to really punish aggressive play with the old Pound's deceptively lingering hitbox, but
  430. this move is decent it its own right. Has largely vertical knockback (~90 degree). It loses most of its
  431. priority due to the lower damage hitboxes, so please keep in mind this move no longer clashes/beats moves
  432. it used to due to low damage.
  433.  
  434. ========
  435. ==Sing==
  436. ========
  437. ==Custom2: Hyper Voice==
  438. So, in past iterations, this would have been the go-to custom. This has a larger hitbox, does damage,
  439. and can be ledge cancelled to get one burst off before regrabbing the ledge. However, Sing is very
  440. useful in Smash4, and is the best punishing move at high%s that Jiggs has in For Glory and in any
  441. situation where there is in-game lag/latency (which makes landing Rest infinitely harder). Despite
  442. being able to hit airborne opponents, you can still be punished on hit, and offers so little to make
  443. up for the amazing punishing tool regular Sing is. Avoid.
  444. ==Custom3: Spinphony==
  445. The worst custom for possibly any character, and definitely for Jiggs. It does even less damage than
  446. Hyper Voice, and turns your opponent away. It has a larger hitbox, but it's slow and laggy, making it
  447. unable to be normally ledge-cancelled (must drop and double jump to get one hitbox out). Despite
  448. the potential to be used like Mario's cape for recovering opponents, this can only happen with the first
  449. hit* as the second hit's 1% damage will give them their upB back. If you use this move without ledge
  450. cancelling, you cannot stop the long animation and will die offstage even if you use it at near max height.
  451. Don't use this move.
  452. *It's possible that hte first hit does .5% damage, making this a move with literally zero uses.
  453.  
  454. ========
  455. ==Rest==
  456. ========
  457. ==Custom2: Leaping Rest==
  458. This is a sidegrade that's also mostly a downgrade. This moves has two hitboxes and shoots you up
  459. a significant amount. It keeps the original Rest hitbox that gives you a flower with reduced damage,
  460. knockback, and flower duration (it'll kill Mario ~120% from center stage). What it adds is a leap which
  461. goes about 4-5 jumps in height and has an additional hitbox as Jiggs goes up. Assuming you use Leaping
  462. Rest on the ground and hit them near the top of its height, it will KO Mario around 100%. This would make
  463. this move a decent move (though a downgrade from standard Rest). What this move has over standard Rest
  464. is that it can be comboed into. Around ~100 Pound Blitz will combo directly into Leaping Rest KO, and 85%
  465. Uthrow will combo into Leaping Rest KO after a short hop (which honestly makes it more likely to land since
  466. you can follow their vectoring, but harder to aim since it isn't a direct combo), and at 90% utilt will chain
  467. immediately into Leaping Rest KO (all tested on Mario with little vectoring). This does leave you vulnerable
  468. in sleep for about as long as regular Rest is, so is just as dangerous when whiffed. It has less KO potential
  469. than standard, so will always be inferior given that the risk is exactly the same. However, it does offer
  470. a unique move that allows Jiggs to attack opponents above it in a way that no other move does and it has
  471. combos/chains into Leaping Rest, making it not a terrible move, just really bad in comparison. I'd definitely
  472. recommend trying it out just to see what it's like, despite vectoring turning most of the combos into chains
  473. and read dependent.
  474. ==Custom3: Wakie Wakie==
  475. So, this sounds awesome until you realize that the explosion costs Jiggs the regular Rest's near
  476. instantaneous hitbox. The explosion is about double Jigg's normal body radius and is Jiggs most
  477. disjointed option aside from Spinphony. It isn't absolutely terrible, since you can technically combo
  478. this off of Sing and has a large disjoint for multiplayer games, but it simply cannot compete with
  479. what Rest can do (beats it in damage, KO power, and utility in getting out of mulithits). This does
  480. have a windbox that pushes opponents away.
  481.  
  482. ----------------------------
  483. ==Personal Recommendations==
  484. ----------------------------
  485. The only real choice Jiggs has in customs is deciding between Pound/Pound Blitz.
  486. Sing has completely inferior options, and Rest is incomparable (though Leaping Rest is more of a
  487. playstyle shift than anything else, despite losing out overall). Relentless Rollout isn't terrible,
  488. but I feel you just get more out of the standard Rollout; this I leave to personal preference.
  489. Pound Blitz is a really nice mulithit (esp. with the way Smash4 improved multihit reliability),
  490. but regular Pound can get you that possible shield break and linger hitbox hit.
  491.  
  492. Rollout : Standard (Relentless optional, but not advised for 1v1s)
  493. Pound : Standard (Blitz optional, but know its limitations)
  494. Sing : Standard
  495. Rest : Standard
  496.  
  497. For Smash Run, I prefer:
  498. Rollout : Relentless (going through is always better than being stopped)
  499. Pound : Blitz (personal preference, multihit is nice, Standard is just as good)
  500. Sing : Standard (you won't be using this except in possibly the final match, thus standard)
  501. Rest : Leaping or Standard (Leaping is a third jump, but all leave you vulernable so I avoid
  502. using it during an actual run except in the final match).
  503. //Smash Run is wholely dependent on playstyle, though, so choose whatever you like best
  504.  
  505. =========================================
  506. .------------------------------------------------------------------------.
  507. | Rest Kill %s (Tested in training mode FD; no Vector, minimal/zero DI*) | [RKO]
  508. .------------------------------------------------------------------------.
  509. [Character] [Kill%] [WiiU KO%] [Sing>walk>Rest exceptions]#
  510. ===============================================================
  511. Jigglypuff 43 38
  512. Game&Watch 46
  513. Kirby 49 Unable
  514. Rosalina 50
  515. Olimar 52 Partial
  516. Pikachu 52
  517. Sheik 52 47 Partial
  518. Fox 53
  519. Palutena 53 Partial
  520. Peach 53 Partial
  521. Zelda 53 Partial
  522. Greninja 54
  523. Metaknight 54
  524. Zero Suit Samus 54
  525. Falco 55
  526. Toon Link 55
  527. Wii Fit Trainer 55 Partial
  528. Luigi 56 Partial
  529. Ness 56
  530. Sonic 57
  531. Pacman 58
  532. Villager 58
  533. Dark Pit 59 Partial
  534. Pit 59 Partial
  535. Robin 59 Unable
  536. Yoshi 59
  537. Dr. Mario 60 Partial
  538. Little Mac 60
  539. Lucina 60
  540. Mario 60 54 Partial
  541. Marth 60
  542. Diddy Kong 60
  543. Bowser Jr^ 61
  544. Samus 61
  545. Charizard 62
  546. Duck Hunt 62
  547. Link 63
  548. Lucario 63
  549. ROB 63
  550. Shulk" 63 56
  551. Ganondorf 64
  552. Wario 64
  553. Captain Falcon 66
  554. Clown Car^ 66
  555. Bowser 66 60
  556. Ike 66
  557. Megaman 66
  558. Donkey Kong 71
  559. DDD 78 71 Unable
  560.  
  561. //WiiU versions KO about 6% faster
  562.  
  563. *unlikely, but possible variance of +/- 1%
  564. **Fast fall-ness and floatiness affect Rest KOs, fast falling good, floaty bad
  565. ***Mii fighters untested
  566. #Partial: requires walking into hitbox into immediate rest while maximum overlap
  567. #Unable: cannot Sing > walk into Rest, must short hop or dodge roll to Rest.
  568. ^Bowser Jr and Clowncar have separate hitboxes with different knockback properties
  569. "Monado arts untested due to limits of Training Mode
  570.  
  571. ========
  572. ==Rage==
  573. ========
  574. Rest is affected by Rage, shifting these KO%s further down in your favor the more
  575. you get damaged.
  576.  
  577. Ex. On the WiiU: Jiggs at 150% KOs Mario with Rest at 29%
  578.  
  579. [credit] ZHMT @smashboards for WiiU %s
  580.  
  581. ==========================
  582. .-----------------------------.
  583. | Additional Techniques | [TEC]
  584. .-----------------------------.
  585.  
  586. =========================
  587. ==Sing Ledge Cancelling==
  588. =========================
  589. While hanging on the ledge, you can drop down, jump, Sing, and grab the ledge on the way down
  590. to punish those who are standing at the ledge.
  591.  
  592. [Video] http://youtu.be/4eYXJnfnk0k?t=1m10s
  593.  
  594. =================================
  595. ==Ledge Shield into Rest Punish==
  596. =================================
  597. When the opponent is at the ledge, you can go to the edge and shield. Between the four options
  598. (jump/drop, attack, stand, roll), you can punish attack and stand into a Rest.
  599.  
  600. [video]http://a.pomf.se/sjkcex.webm
  601.  
  602. =========================
  603. ==Crouch to Rest Punish==
  604. =========================
  605. Jigglypuff's uniquely short crouch allows it to avoid many grabs/smashes/projectiles after
  606. dropping shield next to a character, allowing you to quickly jump and Rest in response. This
  607. is best explained by the following video:
  608.  
  609. [video]http://www.youtube.com/watch?v=y30q6kw2qPw
  610.  
  611. On a related note, you can use Rest out of shield to nab KOs, considering how often you find
  612. yourself shielding near your opponent.
  613.  
  614. ===============
  615. ==Camera Gimp==
  616. ===============
  617. When the opponent is knocked offstage and offscreen, try chasing the opponent as close as you can.
  618. This causes the camera to zoom into the two of you, and reduces visibility of the stage. This
  619. isn't a problem for Jiggs, who only needs a jump or two to get back on stage. Against non Jiggs
  620. players, however, this can easily cause them to misjudge the distance to the stage in between
  621. avoiding getting gimped by Jiggs. This will cause many opponents to either upB too early or
  622. to late, and all of those are favorable outcomes for Jiggs.
  623.  
  624. ========================
  625. ==Rest Cancelled Moves==
  626. ========================
  627. For some characters with multihit jabs that use their arms, you can mash Rest and get the Rest off
  628. in between their jabs due to the hitbox coming out on frame 2 (assuming similar to Brawl). The
  629. timing is pretty strict, given online latency, so mash as fast as you can to get it off during open
  630. windows of opportunity. This is a good option to punish/shut down several character's jabs.
  631.  
  632. This is confirmed for several characters, and needs more testing on others.
  633.  
  634. Character Move
  635. ----------------------------------------------------------------
  636. Luigi DownB (sometimes at end before last hit)
  637. Fox Jab (yes, during transition from jab to kicks)
  638. Falco Jab (yes, during transition from jab to kicks)
  639. Robin Jab (yes, between first and second hit if vectoring downwards)
  640. Sheik Jab (yes, during transition between jab to rapid jabs)
  641. Diddy Jab (yes, during transition into rapid tail attacks)
  642. Samus Jab (yes, between hits)
  643. DK Jab (yes, between hits)
  644. Dr. Mario DownB (yes, at the end before the last hit)
  645. Little Mac jab (yes, during transition from multihit to last strong hit)
  646. Bowser upB (see video)
  647.  
  648. [video]http://www.youtube.com/watch?v=PPL5pm7Jd4s //Bowser: Resting out of his upB
  649.  
  650. [Credit] Krynxe @ Smashboards for most character specific tests
  651.  
  652. ======================================
  653. ==Sing into Rest/fully charged smash==
  654. ======================================
  655. Sing is a useful skill this time around. You can use Sing at around 80% if they mash decently,
  656. 60% if they don't really mash, and 110%+ if you're a CPU and get a guaranteed Rest off on
  657. them. Despite the risk, it's safer than a blind Rest since there is a semi-dangerous hitbox
  658. around you that can be used to punish rolls/predictions/etc.
  659.  
  660. If they are put to sleep by the outer edge of the sleep hitbox and are at ~90-110% against a
  661. fast masher, you may only be able to get a ftilt off, which is still 10% damage. Sing
  662. automatically orients their sleep pose to be 'facing you' regardless of where they look when
  663. they get hit by the hitbox.
  664.  
  665. For all other characters, you can simply walk into them and Rest.
  666.  
  667. Exceptions:
  668. A few characters have wonky sleeping poses/hitboxes and require you to be moving/pushing them
  669. into their hitbox before you can pull it off, these characters are:
  670. [Mario, Dr. Mario, Luigi, Peach, Sheik, Zelda, Palutena, Olimar, WFT, Duck Hunt, D./Pit]
  671.  
  672. Definitely practice landing Rest on these characters.
  673.  
  674. There are three characters in which you CANNOT Sing into Rest by walking. These characters
  675. are:
  676. [Robin, Kirby, and DDD]
  677.  
  678. All of them have a wonky sleep pose/hitbox that prevents you from landing Rest even if you do
  679. it while overlapping as much as possible.
  680. On these characters, you can only Rest if you dodge roll behind Robin/DDD and walk Rest from
  681. the back or (on all of them) you can also attempt to short hop Rest into them.
  682.  
  683. Kirby is the hardest character to Sing-Rest into due to his abnormally small sleeping pose
  684. (you'll likely whiff the short hop Rest in a real match). In this case, it may be better to
  685. land a usmash or a fsmash.
  686.  
  687. If you are behind/cannot risk not getting a star KO to risk being revenged, you can always
  688. Sing into fsmash/usmash.
  689.  
  690. [video]http://a.pomf.se/nywlnw.webm
  691. [video]http://a.pomf.se/bluujw.webm //failure due to hard to rest hitbox
  692. [video]http://a.pomf.se/nqnija.webm //success because you're not forced to only Rest
  693. [video]http://a.pomf.se/rxmynf.webm //sing into Fsmash, used to punish landing lag
  694.  
  695. ========================
  696. ==Sing Stopped Attacks==
  697. ========================
  698. You can actually use Sing to cancel/beat out many attacks (mostly those with horizontal momentum).
  699. This includes moves like Pit's SideB, the spacies sideB, Pikachu's Quick Attack, Charizard's Flare
  700. Blitz, Yoshi's egg spin, Pacman's sideB, Sonic's spin dash, Ness' PKT2, Ganon's sideB and downB, etc.
  701. You need to take care when using Sing as such, as it has 3 pulsing hitboxes. This move is highly
  702. timing and spacing dependent in landing, and you will be hit by the move 7.5 times out of 10.
  703.  
  704. This is still ultimately a gimmick, but a funny and rewarding one at that. Please remember that Sing
  705. only works on grounded opponents.
  706.  
  707. Definitely check out the video get get an idea of this in motion.
  708.  
  709. [video]http://www.youtube.com/watch?v=AeAGbTmqzVU
  710.  
  711. =============================
  712. ==Rollout into Shield Break==
  713. =============================
  714. While it's still not sure what causes it or how to replicate it, sometimes Rollout with cause a
  715. shield break by hitting multiple times as it passes through an opponent's shield. This requires you
  716. to move back and forth several times (creating a hitbox for Rollout at each turn) as you pass through
  717. a shield, meaning this is very difficult and improbable in a lagless setting, but easier to do in
  718. online For Glory where the latency is on your side.
  719. Watch the video for much needed visuals (again, this is still unproven to be easily replicable):
  720.  
  721. [video]http://www.youtube.com/watch?v=Awga9WDuf-Q
  722.  
  723. =====================
  724. ==Knockdown Juggles==
  725. =====================
  726. You've likely noticed by now that sometimes when attacking a grounded target with nair/fair, they
  727. will fall down, leading into a follow up nair/fair or dash attack. This only happens at low-mid to
  728. mid% and up, when your sakurai trajectory moves shift to be above horizontal, knocking the opponent
  729. up and back; it also depends on whether you use sweetspot/sourspot nair/fair. This is also
  730. harder/requires more% on heavier/wider characters. Keep this trait in mind, that you cannot
  731. juggle/chase at low%. You should get a feel for when you can start your aerial juggle/chase depending
  732. on matchups. This should hopefully prevent overcommiting and getting punished in the early game,
  733. where Jiggs is most vulnerable.
  734.  
  735. When you see your opponent get knocked down, you can do the following follow ups depending on what
  736. you predict your opponent will do (aka, the juggle flowchart)(this is not unlike the Ganon sideB
  737. chain/reads):
  738.  
  739. ==Opponent falls down (starting position):
  740. -opponent stands: jump into nair, this often resets into the starting position
  741. -opponent rolls away: followup with nair/fair or dash attack, usually resets into starting
  742. position or sets up for another nair/fair if hit offstage.
  743. -opponent rolls forward: hold position jump into nair, might need slight leaning back into
  744. the air with nair out depending on how far the character rolls. Often leads
  745. back into the starting position, but in reverse. Bair is too slow and will often
  746. whiff, use nair instead.
  747. -Jiggs is grounded: Dash attack, or jump into nair if opponent stands/rolls forward. You
  748. can follow the dash attack with an aerial depending on vector/launch distance. If
  749. Jiggs is grounded and the opponent rolls away, you'll likely only get them with the
  750. weak end of the dash attack, or perhaps a fair tip if you're lucky. This is the most
  751. dangerous position to chase (jiggs grounded + rolled away), since the opponent
  752. will have time to jab/counter attack back before Jiggs get there in time.
  753.  
  754. -All of these are opportunities to get in a Rest if you predict their recovery path!
  755.  
  756. *The knockdowns can be teched, and are not guaranteed against people who are good and know the
  757. matchup. However, you can still get in one or two on all but the most quick reactors, and build up a
  758. chain enough to get them to Rest KO% or gimp position off-stage against the For Glory crowd due to
  759. latency and matchup inexperience.
  760.  
  761.  
  762. ==========================
  763. .-----------------------------.
  764. | Matchup Tips | //Under construction [MAT]
  765. .-----------------------------.
  766.  
  767. Many of these are merely personal opinion, and this section is under a permanent 'under
  768. construction' notice. This is limited by my own exposure to certain matchups and shared experiences
  769. with other Jiggs mains. Take these things with a grain of salt.
  770.  
  771. Jiggs can be played in varying degrees of aggressiveness and passivity, aerial play and grounded
  772. play, etc. With such drastic changes in playstyle, I feel that Jiggs has the tools to approach most
  773. matchups with enough experience. Though there are several definitively poor matchups against Jiggs,
  774. none of them are so bad that they cannot eventually be overcome. There are no unwinnable matchups
  775. for Jiggs, no 80-20s, and I'm doubting 70-30s, just a few where it may simply be better to have a
  776. secondary/pocket to ease the odds into your favor.
  777.  
  778. Jiggs is tournament viable, and actually has a good matchup against many of the predicted high tier
  779. cast. Not every Jiggs main shares my opinion on certain matchups, and some state a good matchup
  780. where I think it's poor for Jiggs. Play around what Jiggs can do, and understand what your opponent
  781. can do, and it'll likely end up as very viable, if not in Jigg's favor.
  782.  
  783.  
  784. To do list: Falco, Kirby, Samus, Wario, WFT, Zelda
  785. To do list: revise, revise, revise.
  786.  
  787. =================
  788. ====VS Bowser==== Rest KO%: 66
  789. =================
  790. Bowser has disjointed range, is heavy, can shield break, and has superarmor. This is not in your
  791. favor. Jiggs is on the defensive this matchup; avoid trading hits, never shield the downB. The
  792. neutral position is bad for Jiggs, so try to stay as close as you can while being outside his
  793. hitbox's range. You can do well against an offensive Bowser, but a defensive Bowser is really hard
  794. to approach with his upB out of shield, fire breath, and sideB shield punishes.
  795.  
  796. ==Bowser pros:
  797. -His fair beats out Jigg's fair/nair, and fair/bair/uair kills Jiggs early enough in the appropriate
  798. half of the stage.
  799. -Bowser's jabs, f/dtilt, and smashes all beat yours. Smashes have super armor and can't be
  800. contested when released.
  801. -His upB is a really great option against Jiggs and can be done out of shield.
  802. -Shielding his downB is an instant death due to its shieldbreaking properties, and can be done out
  803. of shield since the first rising hit leads to the falling second hit.
  804. -Due to Bowser's superior kill power, trading hits in ill advised in this matchup. UpB will beat out
  805. all of Jigg's aerial options and suck them in for the rest of the animation.
  806. -Bowser is not safe to Rest. If you miss the star KO, you are dead from a fully charged fsmash. This
  807. is made worse because Bowser is heavy and harder to kill otherwise.
  808. -SideB is a great punish for heavily shielding Jiggs, or for getting bowsercides offstage.
  809. ==Jiggs pros:
  810. -Bowser has a large hitbox, this means Bowser is easier to hit with all of your moves (including the
  811. riskier Rest).
  812. -Same hitbox leads to easier aerial juggles if you're able to get in.
  813. -Bowser is not hard to gimp (despite not always being able), though this has a learning curve. If
  814. you trade hits, jump and use your aerial, since Bowser will risk missing the ledge and landing on
  815. the stage rather than fall and risk being KOed. Aim to get your hit in before the upB comes out, or
  816. wait until upB is almost over.
  817. -Bowser is easy to punish once you stop trying to contest its moves
  818. -can Rest out of his upB (may or may not require being near a ledge)
  819.  
  820. [video]http://a.pomf.se/gmannd.webm //gimping greedy Bowser
  821. [video]http://www.youtube.com/watch?v=PPL5pm7Jd4s //Rest out of Bowser's upB
  822.  
  823. ================
  824. ==VS Bowser Jr== Rest KO%: 61 (jr's hitbox), 66 (clown car hitbox)
  825. ================
  826. Bowser Jr has some interesting mechanics and moves, but Jiggs can play around Bowser Jr pretty
  827. easily, with some interesting crouch options to complement. His sideB can be cancelled into any
  828. aerial, so always be aware of overcommitting as you'll likely eat an aerial punish on whiffed
  829. spacing. Jiggs has to be very careful with overcommitting this matchup, as his upB explosion and sideB
  830. mixups make for really good punishing tools in this matchup.
  831.  
  832. ==Bowser Jr pros:
  833. -good nair/fair/bair for trading hits
  834. -good recovery with sideB>jump>upB access
  835. -good projectiles to control the stage vs non-projectile
  836. -decent weight on the clown car
  837. -hard to gimp if recovering high
  838. ==Jiggs pros:
  839. -attacks often hit the head, increasing knockback/minimizing weight difference
  840. -fair/nair tends to trade and comes out faster (where it beats) Jr's aerials
  841. -you can crouch his fsmash into Rest punish
  842. -can avoid most of Jr's kill moves, leading to Rage Jiggs
  843. -Relatively easy gimp, despite Jr's good options. Nair near ledge if you predict the low recovery
  844. upB.
  845.  
  846. =====================
  847. ==VS Captain Falcon== Rest KO%: 66
  848. =====================
  849. Falcon is fast, KOs early with the knee, but can struggle with your aerial offense short of his
  850. uair/bair. Overall pretty fair, though Jiggs absolutely destroys bad Falcons. Good Falcons can
  851. space you out with bair/uair, tilts and jabs, so avoid leaving yourself vulnerable to punishes
  852. when this happens (mindlessly jumping a misspaced fair/nair, you'll only eat a punish). I'd avoid landing
  853. in jab range of Falcon, as his jab comes out fast enough with enough range to hit, despite avoiding grab
  854. spacing. Captain Falcon has a lot of great tools to punish Jiggs who overcommit or whiff, and has the speed
  855. to make sure those moves hit, so up your spacing game for this matchup and learn to vector away from his
  856. grab throws (don't try to contest his follow ups like you can do with others, you'll just continually eat
  857. uairs).
  858.  
  859. ==C.Falcon pros:
  860. -Uair beats Jiggs anything in the air.
  861. -Sweepspot Knee will KO you stupidly early, your jumps actually make your hitbox bigger/easier to
  862. sweetspot.
  863. -Gentleman Jab is good spacing tool and is mostly unpunishable.
  864. -Dair can spike your vulnerable hitbox when not recovering high.
  865. -Can choose to gentlemen jab to avoid Rest punish
  866. -Can reverse Falcon Punch on non-star KO Rests, meaning dangerous to Rest against depending on %
  867. -Raptor Boost kills really early
  868. -Speed means it's hard for Jiggs to punish good Falcons who properly space their moves
  869. -Better overall kill power
  870. -can gimp Jiggs who try to grab the ledge (learn this matchup weakness, and save yourself from a spike)
  871. ==Jiggs pros:
  872. -Can remain really safe by staying outside his range in the air
  873. -Can vector/jump out of his uair range, disabling any followup/combos (don't mindlessly try to vector
  874. back into its moves with a falling nair, because you'll just eat a uair/upB)
  875. -Tall hitbox leads to easier knock-down juggle followups
  876. -multihit jab can be Rested out of (if your hitbox is close to its body, mash jump/away if near the
  877. hands only)
  878. -Can crouch beneath his Falcon Kick
  879. -Rest punishes on almost all of his B moves
  880. -Easy to gimp due to being limited to horizontal or vertical only recoveries
  881.  
  882. ================
  883. ==VS Charizard== Rest KO%: 62
  884. ================
  885. Charizard is like a more extreme Bowser against Jiggs, with less strengths balanced out with a lot
  886. less vulnerabilities to Jiggs. Bad Charizards are easily dealt with, but good Charizards can easily
  887. keep Jiggs out. Jiggs is the punisher this matchup, as Charizard is hard to gimp but has a lot of moves
  888. with significant lag.
  889.  
  890. ==Charizard pros:
  891. -heavy means hard to KO and harder to juggle
  892. -Rest is unsafe if you fail to star KO
  893. -super armor on Rock Smash and upB means Charizard has safe trading options; can armor through Rest!
  894. -super armor upB means Charizard can't be gimped
  895. -aerials all outrange Jiggs
  896. -ground moves all outrange Jiggs
  897. -Flamethrower projectile in case to rack up %
  898. -KOs you much faster, meaning trades are always unfavorable
  899. -Flare Blitz is a great punishing tool against Jiggs, who often faces landing lag
  900. ==Jiggs pros:
  901. -can punish Charizard's laggy aerials if whiffed
  902. -can punish Charizard's horrendous landing lag on most of its aerials
  903. -nair (when spaced properly) and Sing (if grounded and Sing cancelled) beat out Flare Blitz
  904. -larger hitbox means easier to hit and land moves on (including Rest)
  905. -less punishable moves due to faster recovery and landing lag on moves/aerials in general
  906.  
  907. ==================
  908. ==VS King DeDeDe== Rest KO%: 78
  909. ==================
  910. This is a fun matchup that requires you to know when to and not go for trades. DDD is an easy target
  911. to juggle, and playing Ganonball with its Gordos is a mini-game unto itself. This is balanced out
  912. by DDD's superior range and incomparably good KO power. DDD can afford to make more mistakes in this
  913. matchup, but this is all in all a fun matchup for Jiggs.
  914.  
  915. ==DDD pros:
  916. -super heavy (Rest only kills at 78%, assuming no vectoring)
  917. -outranges Jiggs
  918. -projectile vs non-projectile
  919. -KOs Jiggs really early
  920. -throw combos into aerials
  921. -upB superarmor makes DDD really hard to gimp
  922. -cannot be Sing > walk Rest into
  923. -Dsmash is fantastic for punishing rolls and is strong KO move
  924. -jumps are higher than yours, making aerial followups more difficult as you can't just jump>nair to hit
  925. ==Jiggs pros:
  926. -DDD has a HUGE hitbox for hitting and juggling
  927. -can vector away from throws (learn to avoid immediately jumping into its fair; it's a bad trade)
  928. -can hit back projectiles
  929. -can outmaneuver most all of DDD's moves
  930. -can Nair/fair out of DDD's jab combo (possibly into Rest if you pop out instead of jump out)
  931. -can gimp DDD, but requires Jiggs to dangerously overextend itself off screen to land the killing hit,
  932. anything less, DDD can usually recover from
  933.  
  934. [video]http://www.youtube.com/watch?v=L-k7iVOAzbQ //Hungrybox's Jiggs. Note how DDD can outspace Jiggs
  935. //with his extra jumps due to getting greater vertical height to avoid all of Jiggs' hitboxes.
  936. //Again, great spacing, note that you can hit DDD out of his upB at the apex of his jump (armor
  937. //only during the ascent). I personally think he stales his bair too much, but to be expected from
  938. //a melee Jiggs player
  939.  
  940. =================
  941. ==VS Diddy Kong== Rest KO%: 60
  942. =================
  943. This is a troublesome matchup, as Diddy outranges you in the air with much stronger aerials. His
  944. ground game is also very solid. His command grab sideB also gives it an extra 'jump' that makes
  945. punishing its movements very difficult as well. This is a matchup Jiggs will actuallly spend
  946. mostly on the ground. Don't be afraid to use his bananas against Diddy. Mixup between shield and
  947. spot dodges to avoid Diddy's own mixups on the ground.
  948.  
  949. ==Diddy pros:
  950. -Banana combos
  951. -sideB command grab to punish shields/aerial lag
  952. -dthrow into aerial combos, including killing uair; jump away instead of simply air dodging
  953. -aerials outrange yours and are stronger
  954. -projectile vs non-projectile character
  955. ==Jiggs pros:
  956. -can Rest out of jab combo (inbetween transition from hand jab to tail whips)
  957. -can use bananas against Diddy (possibly into Rest)
  958. -can vector many throws
  959. -just tall enough to short hop aerials
  960. -easy to gimp when its forced to upB (nair into rockets)
  961.  
  962. [video]http://www.youtube.com/watch?v=rYKaq8FoAg4 //Doru from Shi Gaming, Doru plays an interesting Jiggly
  963. //who uses a lot of Pounds to space moves, create active hitboxes, and move an active hitbox further
  964. //than a fair/nair would have let compared to other Jiggs. Some fun Rest reads as well.
  965.  
  966. ==================
  967. ==VS Donkey Kong== Rest KO%: 71
  968. ==================
  969. Heavy, two shieldbreakers, high KO power, and high priority upB makes this a troublesome matchup for
  970. Jiggs, who's forced to be more aggressive due to unsafe shield in the matchup, but can be punished
  971. with a high priority Spinning Kong if Jiggs tries to be too aggressive. Avoid being above Donkey Kong,
  972. as this is the worst space Jiggs can be, as dair is a bad trade with his killing uair, and utilt/usmash
  973. outrange basically anything Jiggs can do in the air. Space your pokes and don't land in front of DK, whose
  974. jabs are basically free damage against Jiggs.
  975.  
  976. ==Donkey Kong pros:
  977. -Heavy, harder to KO
  978. -Rest can be unsafe if you fail to star KO at certain %s (incl. Rest)
  979. -DownB and sideB are shieldbreakers, which is an insta-kill on Jiggs
  980. -upB has high priority/armor, beating out Jigg's aerials
  981. -grounded Spinning Kong is an amazing move to punish close combat Jiggs, though punishable on whiff
  982. -long range (though not disjointed) on most of his moves relative to Jigg's
  983. -high KO power (learn to avoid its uair when falling down)
  984. ==Jiggs pros
  985. -large hitbox is easier to hit and juggle
  986. -faster recovery and speed with aerials means it's easier to punish and get pokes in with Jiggs, esp. if
  987. you space to never land in front of DK (use extra jumps before landing after a fair poke, etc)
  988. -can avoid throw followups
  989.  
  990.  
  991. ================
  992. ==VS Dr. Mario== Rest KO%: 60
  993. ================
  994. Heavy hitter with a poor recovery and a very good projectile makes this a polarizing matchup, but
  995. in favor of Jiggs due to easy gimps and about equal everything else. Like Mario, don't contest his
  996. usmash (head hitbox is actually invincible), as it's the worst trade you can make this matchup.
  997.  
  998. ==Dr. Mario pros:
  999. -Very good projectile. Jiggs can't crouch if properly spaced.
  1000. -Good KO power against lightest weight Jiggs
  1001. -Comparable aerial range to Jiggs, and a nair that's just as good and is a reverse sex kick (stronger
  1002. over time, the opposite of Jigg's weaker over time nair)
  1003. -Usmash kills early and the head-back animation makes it trade with Jigg's fair, which is always
  1004. favorable for Dr. Mario
  1005. ==Jiggs pros:
  1006. -super easy gimps, you can fall with nairs to have them whiff recovery by closing in the camera
  1007. distance; you hit, they're gimped, they prematurely upB, they're still gimped and you're hit back up
  1008. towards the stage
  1009. -Comparable aerial play, meaning you're not strictly outranged is always good for Jiggs, as trades
  1010. are favorable this matchup
  1011. -Though short, Dr. Mario isn't so short that short hop aerials will miss, a major plus
  1012. -Jigg's fair outranges everything short of a perfectly spaced fair
  1013.  
  1014. ================
  1015. ==VS Duck Hunt== Rest KO%: 62
  1016. ================
  1017. Normally, Jiggs doesn't have problems with projectile characters, but Duck Hunt presents the unique
  1018. case of being able to beat Jiggs in the arena of choice Jiggs prefers when avoiding projectiles.
  1019. Duck Hunt's aerials are grossly disjointed and beat out your options, forcing Jiggs to a more
  1020. defensive playstyle and more reliant on its shield. Learn to fast fall nair when Duck Hunt uses
  1021. one of its projectiles. His projectiles generally have a lot of ending lag, allowing you to get
  1022. a nair in. Play smart and take advantage of the fact that Duck Hunt has difficult landing KO moves.
  1023. Don't be mindlessly aggresive, and you'll find the best Rage Jiggs this game has to offer.
  1024.  
  1025. ==Duck Hunt pros:
  1026. -projectile spam vs non-projectile
  1027. -crazy disjoints on aerials (uair will kill you)
  1028. -smashes and uair have good killing potential
  1029. -exploding can can be hit up into aerial Jiggs
  1030. ==Jiggs pros:
  1031. -Can avoid most of the projectiles, and even its telegraphed smashed
  1032. -has easier time up close once you get in
  1033. -can gimp DH (just get used to predicted trajectory), if it recovers at stage height/high, you can
  1034. punish with a charged smash if it tries for the ledge, or a smash/Rest if onstage. If DH recovers
  1035. low, remember that bair is better than nair/fair due to its otherwise good recovery
  1036. -can punish DH for greedy close-ranged projectiles due to its ending lag
  1037.  
  1038. [video]http://www.youtube.com/watch?v=5hmzBbuB7XE //Hungrybox's Jiggs in tourney. Note how Hbox contests
  1039. //the can and other of DHunt's projectiles with nair/uairs/etc, and the dangers of Dhunt's very
  1040. //disjointed aerials, also the danger of missed ground bounce tech dair into killing uair.
  1041. //Also, I highly disagree with HBox's choice of taking it to Battlefield (can has no issue with
  1042. //platforms, landing lag is a greater danger to Jiggs due to DHunt's killing uair, etc). Also,
  1043. //the Rest whiffs, though I won't begrudge him the last one as that was simply not reacting fast
  1044. //enough despite the right read.
  1045.  
  1046. ==========
  1047. ==VS Fox== Rest KO%: 53
  1048. ==========
  1049. Fox has some really dangerous kill moves, but Jiggs is a target that's harder to rack up damage on
  1050. compared to other characters. Being able to get relatively easy gimps makes this a fairy nice
  1051. matchup for Jiggs if Jiggs is careful, as Fox himself is hard to hit and rack up damage on in return.
  1052. If on For Glory, learn to crouch at the start against every Fox, who will inevitably try and spam his
  1053. blaster against your crouching form to no avail. Fox's fast move speed and greatly vertical jumps will
  1054. make this hard for Jiggs to keep up, but Fox isn't terribly disjointed, allowing Jiggs to still get in
  1055. with smart spacing.
  1056.  
  1057. ==Fox pros:
  1058. -Usmash and uair kills early
  1059. -Can trade aerials with Jiggs, with a better approaching angle with his falling nairs
  1060. -Can blaster jumping/aerial Jiggs to get damage
  1061. -Fast run speed and fast vertical jump speed gives Fox a near ideal movement to avoid Jiggs
  1062. -Fast speed in generall makes Fox harder to punish
  1063. -Fast sideB is hard to gimp/punish
  1064. -Second jump height makes it harder for Jiggs to follow up
  1065. ==Jiggs Pros:
  1066. -Easy to gimp with nair, though timing is strict with Fox's sideB
  1067. -Can avoid most of his kill moves with VI/shield/jumps
  1068. -Can crouch underneath Fox's blaster and dash attack (at least part of the animation)
  1069. -Air fights in a range where Fox has to approach in a mostly vertical fashion makes Fox easier to
  1070. deal with using fair/nair/dair
  1071. -Can punish many shielded specials/smashes with Rest
  1072. -should be able to rest Fox's jab cancel shenaningans (needs testing)
  1073.  
  1074. ================
  1075. ==VS Ganondorf== Rest KO%: 64
  1076. ================
  1077. The definition of a polarizing match. Ganon will either kill you in 4 hits, or you will read Ganon
  1078. and get a simple/easy kill. This matchup is so dependent on the reads and momentum of the
  1079. matchup rather than individual character traits. Because Ganon (technically, neither of you)
  1080. cannot approach, the matchup will reward the most patient player and punish those who get too
  1081. aggressive. Avoid landing in front of Ganon, who's jab, ftilt/dtilt outrange your jab and can KO
  1082. you; Ganon is NOT safe to shield poke and land in front. Visualize a bubble around where Ganon is facing
  1083. that encompasses his ftilt/dtilt/jab range and learn to avoid it, you'll have a much better time if you do.
  1084.  
  1085. ==Ganon pros:
  1086. -Kills Jiggs in 4/6 hits
  1087. -Heavy means it's hard for Jiggs to KO
  1088. -SideB punishes Shielded jiggs
  1089. -Ganon has his own flow chart of follow up on missed techs to his sideB
  1090. -Jab, dtilt/ftilt all outrange Jiggs (and the latter two KO)
  1091. -Uair outranges Jigg's options in the air when spaced
  1092. -Loves trading hits because it's another hit closer to killing Jiggs
  1093. -dangerous to Rest if you fail to star KO since Ganon can reverse Warlock
  1094. ==Jiggs pros:
  1095. -Slow Ganon means Jiggs can poke in if spaced properly
  1096. -taller/bigger hitbox means it's easier to poke/juggle
  1097. -can crouch Ganon's jab and wizard kick and maybe ftilt (testing required)
  1098. -can punish Wizard Kick from crouch into Rest
  1099. -Easy, if risky, gimp, since Ganon is a slower Falcon in recoveries and sideB has startup you can
  1100. attack through
  1101. -can spot dodge sideB to avoid grab chases due to telegraphed startup animation
  1102.  
  1103. ===============
  1104. ==VS Greninja== Rest KO%: 54
  1105. ===============
  1106. Fast, low profile, and outranges you with decent KO power. Sounds like a bad mix for Jiggs, and good
  1107. Greninja do present a problem. Play patiently, learn to dash grab instead of regular shield grabbing
  1108. against the moves that push you back, and be very careful with your short hops, which can be
  1109. dashed/crouched under/punished with a killing usmash. Avoid leaving yourself vulnerable to landing
  1110. lag since that's a prime opportunity for Greninja to punish. I can't overstate how good Greninja's
  1111. Usmash is; do your best to not get hit by it.
  1112.  
  1113. ==Greninja pros:
  1114. -very strong, disjointed usmash to punish and KO
  1115. -fast means hard to punish, and quick to punish you
  1116. -bair has really good range, as does fair (which is slow, though)
  1117. -projectile vs non-projectile
  1118. -can play around with Shadow Sneak to cancel landing lag from aerials
  1119. -upB means hard to gimp
  1120. -low profile makes short hop aerials whiff
  1121. -jab basically denies all grounded approaches
  1122. ==Jiggs pros:
  1123. -can fast fall aerials or dair to poke at low profile
  1124. -often beat out Greninja's aerials due to speed and hitbox
  1125. -can punish laggy moves (Greninja's specials, dair, charged smashes, etc)
  1126. -can gimp, though difficult, on Greninjas who're forced to recover low
  1127.  
  1128. ==========
  1129. ==VS Ike== Rest KO%: 66
  1130. ==========
  1131. Though Ike outranges most all off Jiggs options, Jiggs can easily get in and out due to having less
  1132. lag time and start up on most of Jigg's moves. This and easy gimps lead to an overall easy matchup
  1133. when Jiggs spaces/times moves appropriately and doesn't try to contest charged moves. The 1.04 patch
  1134. gave Ike a very good aerial spacing option in fair, so learn to be very careful with your pokes as
  1135. Ike can space his own aerials with fair/nair, and can auto-cancel into a jab.
  1136.  
  1137. ==Ike pros:
  1138. -KOs Jiggs really easily
  1139. -outranges all of Jiggs moves
  1140. -Can space with nair/jab (sometimes fair/ftilt depending on Jigg's air/ground position)
  1141. -Aether has superarmor, which gives Jiggs a lot of trouble
  1142. ==Jiggs pros:
  1143. -outspeeds Ike with moves, allowing for pokes and punishes
  1144. -can shield grab between Ike's jab if spaced and timed appropriately
  1145. -Gets easy gimps with nair/fair
  1146. -Ike's laggier moves means it's easier to land KO moves like fsmash and Rest
  1147. -Rest is a great punish for Ike's laggy/charged moves
  1148.  
  1149. [video]http://a.pomf.se/romckv.webm //don't try to contest Aether's super armor if it's already started
  1150.  
  1151. ===========
  1152. ==VS Link== Rest KO%: 63
  1153. ===========
  1154. Link outranges you and has projectile spam, but Jiggs can mostly keep out of Link's danger zones and
  1155. gimps easily. Learn to space and not rush in mindlessly, and this is a fairly nice matchup for
  1156. Jiggs. Watch out for angled boomerangs (hits Jiggs in single jump/short hop range), and his superior
  1157. sword range in his tilts and smashes. His aerials aren't that bad either, and can be chained into from
  1158. down throw, usually with a better approach angle (nair vs nair is usually Link's winning out as his comes
  1159. from above, hitting Jiggs head before Jiggs feet hits Link), so remember to not take this matchup for
  1160. granted or you'll lose to his chip damage projectiles/aerials into a disjointed KO move.
  1161.  
  1162. ==Link pros:
  1163. -Sword outranges all of Jigg's feet
  1164. -projectiles against a non-projectile character
  1165. -high KO power in the ground and air
  1166. -Uair in particular has major disjoint (treat the hitbox as a giant box around the sword as wide as
  1167. Link's body)
  1168. -Zair is great for hitting air approaching jiggs
  1169. -up angled boomerang is great of punishing aggressive aerial Jiggs
  1170. -grab combos from dthrow
  1171. -Link's aerials are actually really good, do not underestimate them
  1172. ==Jiggs pros:
  1173. -Easy gimps for Links not right by the ledge (zair autograbs fast)
  1174. -Pokes in with aerial control/speed
  1175. -Avoids most all of projectile range
  1176. -can Vector/Jump out of Link's Fsmash/Usmash first hit to avoid the final KO hit
  1177. -Can juggle relatively easily
  1178. -outranges his non up/down aerials with fair depending on spacing
  1179. -can beat his boomerang/arrow with nair/fair
  1180.  
  1181. ==============
  1182. ==Little Mac== Rest KO%: 60
  1183. ==============
  1184. Bad Little Macs give Little Macs a bad name. 'Stay on the edge, shield grab into gimp' is good
  1185. advice against terrible players alone. Good Little Macs abuse his good spacing tools and super armor
  1186. to remain a constant threat and know how to avoid the ledge (and Jiggs has no projectiles to force
  1187. an approach). Even in the air, where Little Macs know better than to follow, Little Macs will simply
  1188. wait until you land to punish.
  1189.  
  1190. ==Little Mac pros:
  1191. -very good KO power
  1192. -super armor means Jiggs can't ever contest
  1193. -can punish landing lag with a fast dash into super armor usmash
  1194. -has a good counter to stop chains/attacks
  1195. -fast, hard to punish and is quick to punish you in return
  1196. -easily gimps Rests, can superarmor Rests (needs testing)
  1197. -fast dash and backwards dodge roll means Little Mac is hard to punish
  1198. ==Jiggs pros:
  1199. -very easy gimp provided you can get LMac there (predict early sideBs with an extra jump into
  1200. nair/fair)
  1201. -multihit jab can be able to be Rested out of (between multhit and final hit) if your hitbox is close
  1202. enough during the jab
  1203.  
  1204.  
  1205. ==============
  1206. ==VS Lucario== Rest KO%: 63
  1207. ==============
  1208. Rage+Aura+Jigg's irregular kill speed = OP Lucario. Jiggs easily beats low% Lucario, and loses hard
  1209. against high% Lucario. Get those kills in, but this is just a pain to fight due to its innately
  1210. strong comeback mechanic. Utilize your extra jumps to avoid his Aura Sphere, sideB, and telegraphed
  1211. smashes to try and get to rage Jiggs if you can't land a early fsmash/Rest.
  1212.  
  1213. ==Lucario pros:
  1214. -Rage+Aura lead to really early KOs against Jiggs
  1215. -outranges all of Jigg's moves at mid-high%
  1216. -projectile to punish air dodges/landing lag/etc
  1217. -can recovery early to land on other side of the stage to avoid gimps
  1218. -Can stay at high rage+aura due to Jigg's low range kill moves
  1219. -Sing procs Counter
  1220. ==Jiggs pros:
  1221. -easy damage and combos on low% Lucario
  1222. -has strong options for killing at mid% in fsmash/Rest when landed
  1223. -can punish whiffed counters
  1224.  
  1225. =============
  1226. ==VS Lucina== Rest KO%: 60
  1227. =============
  1228. To Jiggs, Lucina is merely a bad Marth. Same spacing, but with way less KO potential, making good
  1229. Lucina an easier threat to deal with than good Marth. Still, Lucina has all the tools Marth has to
  1230. outspace you and keep you out. Learn to halt your momentum before continuing on to poke with a
  1231. fair/nair, as Lucina/Marth will beat out your expected trajectory with a ranged fair.
  1232.  
  1233. ==Lucina pros:
  1234. -outranges Jiggs everywhere
  1235. -Swordbreaker against shield heavy Jiggs for insta-kill punish
  1236. -usmash is as deadly on Lucina as it is on Marth (keeps tipper power too)
  1237. -smart use of jab/ftilt/dtilt/fair/nair can keep Jiggs out
  1238. ==Jiggs pros:
  1239. -Can gimp with nair off stage, or space a fsmash onstage if you predict that they're going to
  1240. overshoot by hitting your vulnerable hitbox (trading hits with the fsmash, unfavorably for them)
  1241. -can still get pokes in on overcommited moves in the air
  1242. -shield into Rest is a strong option
  1243. -you can crouch Shieldbreaker
  1244.  
  1245. ============
  1246. ==VS Luigi== Rest KO%: 56
  1247. ============
  1248. Luigi can be an unpleasant matchup. Very good projectile path against Jiggs, high priority tornado,
  1249. and safer-than-Rest upB as a strong KO move combined with wonky knockback trajectories making
  1250. Vectoring less intuitive all work together against Jiggs this matchup. Still, Jiggs can get in and
  1251. poke/punish like with most of the cast. Luigi's slow horizontal movement is an advantage to Jiggs,
  1252. but his high vertical jumps aren't. Just be careful not to leave yourself vulnerable to Tornado
  1253. and Jiggs can work through this matchup. You'll likely need to use extra jumps to make sure
  1254. your aerials hit/trade due to how high Luigi's jumps are, but this can be practiced.
  1255.  
  1256. ==Luigi pros:
  1257. -high KO power in sweetspot upB (Tornado and smashes overall decent KO options)
  1258. -projectile vs non-projectile; slow horizontal fireball good at keeping Jiggs out
  1259. -Tornado is great for punishing, esp. since its sudden speed can be unexpected
  1260. -weird knockback trajectories make it hard for inexperienced Jiggs to VI well
  1261. -Nair trades with Jigg's Nair, but his usual approach angle usually means his wins
  1262. -can't be gimped if recovering high
  1263. -can be dangerous to Rest due to its upB sweetspot
  1264. ==Jiggs pros:
  1265. -tall enough to shorthop and juggle
  1266. -can gimp Luigis who recover at stage level or below
  1267. -whiffed sideBs that hit the stage side can be punished with a dsmash or aerial
  1268. -slow horizontal speed makes Luigi easier to keep up with
  1269. -aerials trade if you manage to keep up with Luigi's approach angle
  1270. -can Rest out of Tornado (towards the end before last hit)
  1271.  
  1272. ============
  1273. ==VS Mario== Rest KO%: 60
  1274. ============
  1275. One of my favorite matchups. About as close to even with equally skilled players due to the small,
  1276. if precise range both characters funtion at, until Jiggs gets Mario offstage for that easy gimp. Mario
  1277. does better in neutral if only because he has his fireball to force Jiggs to approach, but in a close
  1278. combat situation, it comes down to smart spacing by both players. Mario has a really good grab, though he
  1279. can rarely combo if Jiggs vectors/jumps/dodges outside low%, so don't remain in your shield for too long.
  1280. I would highly recommend NOT trying to contest his usmash (head hitbox is invincible/no hurtbox), as it's
  1281. the worst trade Jiggs can make in this matchup (you take 10-20% or die, and Mario takes 6-10% from weak
  1282. hit fair/nair/dash attack).
  1283.  
  1284. ==Mario pros:
  1285. -fireball sets up frame traps into smashes/follow ups; projectile vs non-projectile character
  1286. -usmash kos early and can trade with approaching fair due to head back animation
  1287. -nair is about as good as Jigg's nair
  1288. -bair is a great aerials that will trade at worst, and sometimes win due to speed
  1289. -lots of combos, especially from throws (can follow with uair if out of utilt range, etc)
  1290. -outranges Jiggs on the ground
  1291. ==Jigg's pros:
  1292. -can avoid/greatly shorten combo chains with vector+jump due to floatiness
  1293. -fair outranges all except perfectly spaced fairs
  1294. -nair is as good a spacing tool for Jiggs as it is for Mario
  1295. -super easy gimps, you can fall with nairs to have them whiff recovery by closing in the camera
  1296. distance; you hit, they're gimped, they prematurely upB, they're still gimped and you're hit back up
  1297. towards the stage
  1298.  
  1299. [video]http://a.pomf.se/zfqben.webm //Gimping Mario using stalling movement/jumps into nair/fair
  1300.  
  1301. ============
  1302. ==VS Marth== Rest KO%: 60
  1303. ============
  1304. Marth outranges, and can KO you at 40% with tippers. It's really hard to approach in this matchup,
  1305. and Marth has a shield breaker to top it off. Definitely in Marth's favor. Try not to contest his
  1306. aerials, instead, be ready to poke/punish when he whiffs. You can outspace nair by coming up
  1307. from a slightly above or below, but you cannot outspace fair, only punish whiffs. Be patient,
  1308. and don't be so eager to approach/mindlessly float into an aerial attack against Marth. Avoid spending
  1309. time above Marth, as you cannot contest his uair and usmash will KO.
  1310.  
  1311. ==Marth pros:
  1312. -Sword outranges everything Jiggs has
  1313. -Tipper leads to super early kills
  1314. -Swordbreaker against shield heavy Jiggs for insta-kill punish
  1315. -can keep Jiggs out
  1316. -dtilt is great at keeping Jiggs away on the ground
  1317. -Counter is good against no-disjoint Jiggs
  1318. ==Jiggs pros:
  1319. -Can gimp with nair off stage, or space a fsmash onstage if you predict that they're going to
  1320. overshoot by hitting your vulnerable hitbox (trading hits with the fsmash, unfavorably for them)
  1321. -can still get pokes in on overcommited moves in the air
  1322. -shield into Rest is a strong option
  1323. -can grab between Marth's jabs if close enough
  1324. -can live for a long time if Marth fails to tipper
  1325. -can crouch Marth's grab into Rest (but not dash grab), and can crouch Shieldbreaker
  1326.  
  1327. [video]http://a.pomf.se/whnyvc.webm
  1328. [video]http://a.pomf.se/cchwtz.webm //note spacing and how Jiggs can punish Marth's superior hitboxes
  1329. //avoid jumping over Marth, as that Usmash is too good
  1330. //also note where fair whiffs where nair would have hit; also note that Jiggs actually trades often
  1331. //against Marth's nair (but not fair; but fair is easier to punish when whiffed)
  1332.  
  1333. ====================
  1334. ==VS Mii Swordsman== //variable weight = variable KO%
  1335. ====================
  1336. Mii Swordsman is fairly fast, has amazing disjoints with its sword, and unlike all the other swordsmen like
  1337. Marth or Link, don't really provide opportunities for pokes/punishes due to his lower lag and greater disjoint.
  1338. Swordsman beats you in the air, and outranges anything you can do on the ground. Jiggs is on the defensive
  1339. this matchup, but can pose a fair fight in return assuming your spacing is spot on, as all of the traits that
  1340. let it get pokes and punishes in other out-ranged matchups still apply here. This character has a lot of
  1341. multihit moves with variable ranges and timings, so definitely learn the basics of what the character can do
  1342. to avoid being easily punished. Learn to mixup spot dodges as you'll be grab-bait due to how often you'll
  1343. be in your shield this matchup
  1344.  
  1345. ==Mii Swordsman pros:
  1346. -major disjoint with sword moves
  1347. -has throw follow ups into (killing) aerials
  1348. -almost all of his aerials have KO power on top of already outranging you and most being multihit
  1349. -nair is a fantastic spacing tool that basically has 360 degree coverage
  1350. -can be hard to gimp due to versatility in specials
  1351. -dtilt will basically deny any grounded approach
  1352. -disjoints such that you'll almost never be in Sing/Rest range
  1353. -has a counter
  1354. ==Jiggs pros:
  1355. -can still poke and punish, though harder here than in other matchups; learn to fast fall and up your spacing
  1356. -can still gimp its spinning sideB and its upB with spaced nairs
  1357. -can vector/dodge out of grab follow ups depending on %
  1358.  
  1359. [video]http://a.pomf.se/tdldiz.webm //Spot the number of times a nair would have hit when a fair/bair missed
  1360. //more importantly, learn the spacing and the range of its multihit moves; note how good shield grabbing
  1361. //is, if only because how often you're forced to shield due to Swordsman's superior range
  1362. //I recover high to avoid Mii's killing fair/uair, the ledge isn't safe if they read right
  1363.  
  1364. ==============
  1365. ==VS Megaman== Rest KO%: 66
  1366. ==============
  1367. Jiggs doesn't have trouble with projectiles that come from specials, but Lemons are probably among the
  1368. best jab in the game. Despite this, Megaman can be creative with his other projectiles to rack up chip
  1369. damage against Jiggs in this matchup. Megaman's aerials are actually fantastic and outrange Jiggs, making
  1370. Megaman a threat in the air and on the ground. Jiggs will have to learn to approach Megaman in non-standard
  1371. ways (simple jump > attack is easily foiled by jumping lemons), but can still maneuver around this matchup
  1372. as long as its aware of Megaman's hitboxes, as Megaman doesn't have too many easy to hit kill moves that
  1373. don't require a strong read or the Jiggs actively messing up. Avoid excessive rolls, especially backward
  1374. rolls if it's a habit, because it's in perfect range for Megaman to use uncharged fsmash punish, allowing
  1375. for a needless and early KO.
  1376.  
  1377. ==Megaman pros:
  1378. -Lemons are the best anti-approach move for low-range characters like Jiggs
  1379. -bazillions of projectiles against a non projectile character
  1380. -Mega Upper is a strong KO punish against misspaced/shield attacked moves
  1381. -fsmash and sweetspot dsmash also have very strong KO potential, but have notable startup
  1382. -fair and bair outrange Jiggs hard, bair even has KO power at high%
  1383. -heavy despite his small size
  1384. -8 directional metal blade is very versatile
  1385. -upB is a very strong recovery that discourages near-stage gimps
  1386. ==Jiggs pros:
  1387. -can crouch lemons and Crash Bomb (not fsmash or metal blade)
  1388. -superior aerial maneuverability still allows punishes and pokes
  1389. -can still hit with short hop aerials
  1390. -can punish most all of his ground moves with a safe shield; learn to mixup with spot dodge to avoid grabs
  1391.  
  1392. =================
  1393. ==VS Metaknight== Rest KO%: 54
  1394. =================
  1395. Metaknight is a fun matchup because of how much both players enjoy being in the air. That said,
  1396. MK has better disjoints , easily punishes aggressive aerials with any of his specials/disjoints,
  1397. and can KOs with upB, downB (if you whiff an aerial), and bair (and offstage nair and high% smashes).
  1398. Enjoy your Rage Jiggs and fighting against a light character that's relatively easy to KO (but not
  1399. to gimp).
  1400.  
  1401. ==MK pros:
  1402. -outranges you with disjoints
  1403. -SideB/Tornado/even downB is great for punishing whiffed/aggressive aerials
  1404. -upB is a strong kill move that can be landed easily on a jumping Jiggs
  1405. -dthrow into fair at low%s
  1406. -bair is a great kill move offstage and good KO move onstage at high%s
  1407. ==Jiggs pros:
  1408. -hard to be killed, leading to Rage Jiggs
  1409. -dthrow combos can be vectored out of at mid/higher %s to avoid follow ups
  1410. -just barely tall enough to hit with short hop aerials (but learn to fast fall anyways)
  1411. -can juggle MK
  1412. -can contest the drill if you're on stage with a charged smash attack
  1413.  
  1414. [video]http://a.pomf.se/fxlplj.webm //note spacing and how MK can punish your whiffs; vector away
  1415. //from the throw; you really can't gimp a decent MK; Battlefield sucks for Jiggs
  1416.  
  1417. ======================
  1418. ==VS Mr Game & Watch== Rest KO%: 46
  1419. ======================
  1420. Aerials outrange Jiggs and has decent trade options out of grab, but has difficulty landing KOs.
  1421. Jiggs can have some Rest punishes due to his poor rolls, and can avoid a lot of punishment with
  1422. proper VI/jumps/dodges. Jiggs should rarely contest G&W's charging smashes as the risk in never worth
  1423. the potential benefit considering how hard it is for G&W to land a kill. Learn to not simply approach
  1424. with a short hop/full hop like you normally do to avoid eating G&W's fair/bair. If you're too high, its
  1425. utilt/dtilt's windbox does a lot to mess up Jigg's tempo, so learn to mix things up; being grounded is great
  1426. because it allows you to shield.
  1427.  
  1428. ==G&W pros:
  1429. -aerials rarely trade, almost always win.
  1430. -usmash has armor and can kill early, fsmash can be strong punish on Jiggs about to land
  1431. -dash attack can be fairly safe on shield due to moving past grab range
  1432. -can combo out of throws at until mid% or until high% on bad VI
  1433. -nair KOs aerial Jiggs easily
  1434. -usmash has invincibility frames for pretty much the entire animation on release; do NOT contest ever
  1435. -multithit turtle is still good, and will force Jiggs to approach differently otherwise eat turtle face
  1436. ==Jiggs pros:
  1437. -Can punish many of his end lag heavy moves with appropriate aerial/move/Rest
  1438. -Can outspace G&W in the air using your jumps
  1439. -dash attack KOs early due to G&W's similarly light weight
  1440. -Rollout can punish whiffed dairs/charging smashes
  1441. -with difficulty, can gimp G&W with nairs
  1442.  
  1443. ===========
  1444. ==VS Ness== Rest KO%: 56
  1445. ===========
  1446. Ness is similar to Jiggs in playstyle, with wonky jump spacing, chaining aerials, but has a much
  1447. easier time killing than Jiggs does. That combined with Ness's fair beating out Jigg's fair makes
  1448. this a difficult matchup for Jiggs, who should play this matchup more patiently. Please do NOT
  1449. attack a Ness who's at the ledge when you're at b-throw %. Learn to approach in a way to prevent
  1450. that grab KO (nair above to behind, space dair to hit the head and move behind/etc). Also, learn to
  1451. vector/dodge/jump away from his down throw instead of trying to contest his fair follow up with a nair/
  1452. fair of your own. The 1.5 times per match you manage to nair Ness out of his follow up isn't worth the
  1453. 40% damage per stock you'll accrue from trying to beat/trade his fair.
  1454.  
  1455. ==Ness pros:
  1456. -Fair beats all of Jigg's aerials
  1457. -uair/bair have great KO power
  1458. -PK Thunder spam is strong against Jiggs (don't air dodge, hit the ball with nair/fair)
  1459. -strong KO options in fsmash, uair, and bthrow
  1460. -projectiles vs non-projectile
  1461. -possible for fsmash to reflect sing (untested)
  1462. -dash attack's hitbox beats mosts of Jigg's ground options
  1463. ==Jiggs pros:
  1464. -shorthop aerials still connect
  1465. -Ness is easy to gimp by eating the PK thunder, or nair-ing before PKT2 comes out; that said, this
  1466. is the riskiest character to gimp as if you fail to gimp in time, Jiggs is dead.
  1467. -shield is really safe this match assuming you're not at grab KO%
  1468. -can still poke and punish whiffed moves
  1469. -can beat out Ness's fair if spaced to hit his head before the psi hitbox hits your body
  1470. -easy to get out of PK Fire's hitbox with floaty jumps + VI
  1471. -can avoid fair chains with VI/jumps/dodge as long as you consistently vector away
  1472.  
  1473. [video]http://a.pomf.se/mhztas.webm //note spacing and how Jiggs should NOT try and contest Ness'
  1474. //aerials head on. Also note how valuable being able to shorthop your aerials is. Also note
  1475. //spacing needed to properly punish ledge get-up attacks, or whiff to your own death. Aside
  1476. //from intentional pokes and small chains (Ness can interrupt longer chains with not enough
  1477. //hitstun with a killing uair), I maneuver Jiggs to be outside Ness' aerial range.
  1478.  
  1479. =============
  1480. ==VS Olimar== Rest KO%: 52
  1481. =============
  1482. Olimar has an incredibly small hitbox, making him hard to hit with Jigg's narrow range moves.
  1483. Olimar has no difficulty in racking up damage against Jiggs, but loses a lot of Pikmin along the
  1484. way due to all the active hitboxes with Jiggs, which is more punishing due to his 3 Pikmin limit.
  1485. It isn't hard to avoid Olimar's kill moves, but they can be hard to see when the Pikmin are in
  1486. disarray. You can contest a lot of Olimar's moves with nair, often trading or outright beating
  1487. out some of his smashes. Depending on Pikmin color, his aerials can outrange yours and beat
  1488. trades. Not a difficult matchup, but slightly annoying with messy Pikmin and small hitbox. Don't
  1489. underestimate Olimar though, as he has very strong options against you with appropriately colored pikmin
  1490. and preys on matchup inexperience as much as Jiggs does against most people.
  1491.  
  1492. ==Olimar pros:
  1493. -small hitbox, can't be hit by short hopped aerials except if delayed near the end or fast felled
  1494. -racks up damage easily
  1495. -really good, disjointed grab range, which can lead into a KO throw
  1496. -projectile vs non projectile
  1497. -Pikmin properties lead to weird contests/trades
  1498. -hard to gimp if recovering high
  1499. -strong KO power with right color pikmin; has killing throws, smashes, and aerials with right color
  1500. ==Jiggs pros:
  1501. -relatively easy to avoid kill moves
  1502. -can KO relatively early to due Olimar's comparably light weight
  1503. -can punish whiffed recoveries that land on stage with Rest due to Olimar's recovery's poor movement
  1504. speed
  1505. -can gimp Olimar who recover at stage level or lower
  1506. -easily kills Pikmin with aerials/jabs
  1507.  
  1508. ===============
  1509. ==VS Palutena== Rest KO%: 53
  1510. ===============
  1511. Palutena is one of those characters who has aerials better than Jiggs, but is ultimately slightly inferior
  1512. in the air due to lack air maneuverability than Jiggs. That said, know that this difference is actually
  1513. very small. Combined with her fast run speed, good air speed, and fantastic fast fall speed, Palutenas
  1514. can use their aerials to be an even more formidable force to face in the air than Jiggs can. She can
  1515. actually try to wall you out with a wall of fast felled fairs, to which Jiggs has no move able to beat.
  1516. Palutena also has really good kill moves in this matchup with uair and usmash, and both can be chained
  1517. from her down throw. Learn to mix up between your safe shield and spot dodge to avoid grabs, and learn
  1518. when not to contest and when to try and poke in between her moves (you can move fast enough to do so unless
  1519. she fast falls into the ground due to her low landing lag on her aerials). Her hitbox is deceptive (hair
  1520. and dress makes it seem larger than it is, despite having not hitbox of its own), but ultimately is large
  1521. and tall, ideal for juggling.
  1522.  
  1523. ==Palutena pros:
  1524. -superior aerials (dair spikes, fair outspaces all you have, uair kills, bair trades with KO power)
  1525. -utilt is a great anti-air option against jump approaching Jiggs (check first two webms)
  1526. -down throw leads to a variety of followups at various percents, some legitimate combos
  1527. -down throw can chain into a killing uair or usmash at high%
  1528. -tilts out-range Jiggs despite having punishable ending lag
  1529. -fast falling short hopped aerials can keep Jiggs out
  1530. -projectile vs non-projectile character
  1531. -unsafe to whiff Rest against due to the sheer power in her usmash/fsmash
  1532. ==Jiggs pros:
  1533. -can still weave in and out in the air
  1534. -can juggle Palutena due to larger hitbox
  1535. -fairly safe to attempt gimps due to no active hitboxes in her upB, though difficult to get the gimp KO
  1536. if she's near the ledge; aim for deep offstage gimps when you can
  1537. -Palutena is light and so early fsmash/Rests can shift a match greatly in Jiggs favor, otherwise have
  1538. similar killing speed assuming Jiggs knows how to vector well
  1539.  
  1540. [video]http://a.pomf.se/erypor.webm //note spacing, you're in shield for a lot of the matchup due to
  1541. [video]http://a.pomf.se/qbique.webm //Palutena's superior aerials. You have to learn to vector and dodge
  1542. //her downthrow or you'll eat a aerial followup, which can lead to kills with uair/usmash followups
  1543. //also, don't misspace and aggressively attack her shield into getting grabbed like I did
  1544.  
  1545. ============
  1546. ==vS Peach== Rest KO%: 53
  1547. ============
  1548. Peach's float gives Jigg's a good run for its money in the air. Her fair may be slow, but it's
  1549. strong, KOs early, and outranges all of Jigg's aerials (it has a large hitbox above and below
  1550. the sparkle). Peach's buffed KO moves definitely stand out this matchup, but Jiggs can still poke
  1551. around and juggle Peach, and can garner early KOs of Jiggs own due to Peach's very light weight. Never
  1552. be above Peach; uair beats out all aerials and usmash has an initial crouch animation that makes it
  1553. nearly impossible to trade/hit out of, and will KO you stupidly early due to its immense sweetspot
  1554. strength (and can be done out of shield). Don't leave your shield too early against dair pressure
  1555. because it has low ending lag and will chain into another dair/nair; being hit with dair will chain
  1556. into fair.
  1557.  
  1558. ==Peach pros:
  1559. -Fair is a aerial KO move that outranges all of Jigg's options
  1560. -grounded float into aerials can outrange/outspeed Jiggs in the ground
  1561. -Fsmash has good range and KO power, Pan + Usmash kills Jiggs early
  1562. -projectile vs non-projectile character
  1563. -Mr. Saturn is an insta-kill against a shielding Jiggs (DON'T SHIELD MR. SATURNS!)
  1564. -hard to gimp if Peach recovers low
  1565. -floated aerials always hit at full power, aiding kill power
  1566. -Toad as a counter
  1567. -sideB can punish rolls and has good horizontal speed
  1568. -turnip footstool shenanigans can be deadly
  1569. ==Jiggs pros:
  1570. -can play around and poke, even Peach's very slow fair
  1571. -tall hitbox means Peach is easy to juggle and knock back
  1572. -Floating often leaves Peach vulernable at a fixed level for aerials if fair isn't out
  1573. -can gimp Peaches who recovery from the stage level and up
  1574.  
  1575. ==============
  1576. ==VS Pikachu== Rest KO%: 52
  1577. ==============
  1578. You'll find that Jiggs has a bad matchup against the Pokemon cast, and Pikachu might be the worst.
  1579. Thunderjolt frame traps and Quick Attack spacing leaves Jiggs in a bad place. Low profile makes
  1580. Pikachu hard to hit with aerials, and Pika has superior shield options in nair OoS. Counterpicking
  1581. away from a FD stage is always in Pika's favor, who dominates Jiggs on Battlefield/platforms. Learn
  1582. to stay in the air at higher%s to avoid Pikachu's kill moves, which are all largely done from the ground.
  1583.  
  1584. ==Pikachu pros:
  1585. -Thunderjolt is a fantastic projectile
  1586. -Thunder is hard to punish and can KO early
  1587. -Fsmash great spacing tool
  1588. -ground options usually outspace Jiggs
  1589. -in the air, the tail beats the feet
  1590. -low profile means it's hard to hit
  1591. -aproaches Jiggs at an unfavorable angle for Jiggs in the air
  1592. ==Jiggs pros:
  1593. -properly spaced fair beats out Pika's aerials
  1594. -can gimp with nair
  1595. -Pikachu has some laggy moves Jiggs can punish on whiff, more than can be said in reverse
  1596. -spaced nair/fair can beat out thunderjolt
  1597. -may be able to Rest Pika's multiheadbutt jab (testing required)
  1598.  
  1599. ===================
  1600. ==VS Pit/Dark Pit== Rest KO%: 59
  1601. ===================
  1602. Both sides have very strong options in this matchup, meaning winning is largely due to reads. This
  1603. points me to a mostly even matchup, but I think due to the Pit's difficulty in landing a KO, and
  1604. the possibility of gimping the Pits means this is in Jigg's favor. Good Pits won't spam their sideB
  1605. and reserve it for punishing committed attacks and repeated aggressive approaches, so learn to mix
  1606. things up to stay on top against Pit.
  1607.  
  1608. ==D/Pit pros:
  1609. -outranges Jiggs with most of his moves
  1610. -faster moves on the ground and can keep a grounded Jiggs out
  1611. -its multihit jab has a hitbox behind it
  1612. -Pit's vertical knockback sideB can KO Jigg's early
  1613. -sideB and downB superarmor and keep Jiggs out/punish 'trades'
  1614. -projectile vs non-projectile
  1615. ==Jiggs pros:
  1616. -SideB is an easy Rest punish
  1617. -can crouch D/Pit's arrows (harder against Pit's control)
  1618. -better aerial maneuverability in air means you get more pokes/hits
  1619. -Pit's taller hitbox leads to easier juggles
  1620. -Rage Jiggs is best Jiggs, who thrives against poor KO potential characters like the Pits
  1621. -you CAN gimp D./Pit, due to his upB having no active hitbox. Prepare your nairs into follow ups.
  1622.  
  1623. ==========
  1624. ==VS ROB== Rest KO%: 63
  1625. ==========
  1626. ROB has his heavy weight, projectiles, good recovery, and strong kill moves going for it. Jiggs,
  1627. however, dances around ROB's slow aerials, juggles its large hitbox, and can still find ROB easy
  1628. to gimp, all the while staying outside the range of most of its projectiles. Good ROBs, rare as they
  1629. are, will mixup their upB usage to prevent being easy to gimp. Learn to play around their delays,
  1630. projectiles, and their strong nair spacing game.
  1631.  
  1632. ==ROB pros:
  1633. -heavy, hard to KO
  1634. -good recovery when at full fuel, can recovery high to minimize gimps
  1635. -strong KO moves, throws, can actually position to spike Jiggs
  1636. -projectiles vs non-projectile (laser fully charges when light on ROB head blinks red)
  1637. -nair is strong spacing(if you have time, run beneath and shield; follow up with OoS aerial)
  1638. -fair is decently fast and will outspace Jiggs if approaching head on in the air
  1639. ==Jiggs pros:
  1640. -large hitbox means all moves easier to hit
  1641. -easy to juggle
  1642. -relatively easy to gimp given that ROB has to choose between movement and hitbox
  1643. -very easy pokes against ROB's slower aerials; watch out for nair spacing (only contest if you can
  1644. get your nair/fair in before the hitbox hits you, don't do footsies/trades against ROB's nair)
  1645. -can avoid most grounded and aerial KO moves, if careful of out of shield options and grabs at high%
  1646.  
  1647. ========================
  1648. ==VS Rosalina and Luma== Rest KO%: 50
  1649. ========================
  1650. I personally feel that the Rosalina matchup is in Jigg's favor. Luma's rarely in the equation for
  1651. how Jiggs is going to approach, and Jiggs can beat Rosalina's superior aerial hitboxes with spacing
  1652. and punishing the end-lag of whiffed aerials afterwards. Jiggs wants to get in Rosalina's face,
  1653. over Luma's, and Rosalina has a hard time dealing with it. Jab can be VI+Jumped out of into a fast
  1654. felled nair. Space carefully, but Jiggs wants to be aggressive this matchup.
  1655.  
  1656. ==Rosaluma pros:
  1657. -superior aerial hitboxes
  1658. -Luma's uppercut can KO you at high%
  1659. -Luma has very good range with its smashes, moving its entire body as a hitbox
  1660. -dash attack can be use pretty much uncontested against Jiggs
  1661. -usmash fairly reliable killer
  1662. -can prevent gimps if upB used early to land on stage
  1663. -prevent grabs with Luma out
  1664. ==Jiggs pros
  1665. -aggresive in-your-face aerial approach gives Rosalina trouble
  1666. -Jiggs aerials do very well in splitting Rosalina and Luma apart
  1667. -can vector/jump out of Rosalina's jab into an aerial punish
  1668. -can ignore Luma for the most part due to aerial approach
  1669. -can outspace/maneuver Rosalina's aerials into punishes
  1670. -can gimp Rosalina who don't recovery too early, and punish those who do
  1671. -large hitbox leads to easy juggles and easy Rests (ex. after stage landed recoveries)
  1672.  
  1673. [video]http://a.pomf.se/ilhasr.webm //bad Rosalina, but demonstrative of Jiggs approaches in that wierd
  1674. //in-your-face angle that makes it hard for Rosalinas to deal with Luma. Also, keep in mind moves
  1675. //that knock Luma back/offstage (nair, dash attack, Rollout! are great for this)
  1676. [video]http://www.youtube.com/watch?v=NXb54QeNSZE //Hungrybox's Jiggs vs Rosalina matches
  1677. //SD's first match due to misinput. I think he goes for hard reads too often (spaces for a roll
  1678. //that doesn't come) and fails to properly edgeguard on the ledge (usmash is always inferior to
  1679. //dsmash, esp. on Yoshi's since the downward angle helps you hit hitbox-less characters like
  1680. //Rosalina really easily). Otherwise exhibits fantastic spacing at tournament level play.
  1681.  
  1682. ============
  1683. ==VS Sheik== Rest KO%: 52
  1684. ============
  1685. I think Sheik is in Jigg's favor once you figure out spacing and learn to keep your
  1686. hitbox out. Shiek's fast, but limited in range, where Jiggs can contest and trade at worst, or win
  1687. when spaced. Sheik also can't combo off a grab/tilt after low% with VI/jumps/dodge, meaning Sheik
  1688. has a very hard time landing a KO move. Try to always have nair out when going in to contest
  1689. Sheik from the air, she can only land a non-Bair move if she has her hitbox out first, and you at
  1690. worst trade.
  1691.  
  1692. ==Sheik pros:
  1693. -Fast, hard to punish and can rush to punish you in return
  1694. -Has combos at low%, and at mid% if Jiggs players VIs wrong or isn't paying attention
  1695. -upB is a legimately good kill move this matchup and can be landed easily as a punish
  1696. -upB reapearrance on land has windbox that makes it harder for Jiggs to punish if Jiggs doesn't
  1697. already have a hitbox out and ready
  1698. -has projectiles vs non-projectile character
  1699. -can win aerial trades with bair (but stales it)
  1700. ==Jiggs pros:
  1701. -can crouch/jump over needles
  1702. -can't be comboed from low%+ with proper VI/jump/dodge
  1703. -can vector away from Sheik's fsmash's second hit
  1704. -Jiggs can't be KOed with uair, usmash, staled bair, or bouncing fish unless Jiggs grossly misplays
  1705. and doesn't VI/dodge/shield
  1706. -Rage Jiggs best jiggs
  1707. -spaced nair beats bouncing fish, and most of Sheik's aerials, and trades at worst
  1708. -Jiggs' dair beats out Sheik's uair
  1709. -can gimp Shiek (far offstage, gimp normally, when closer to stage and Sheik teleports, use nair at
  1710. the ledge, which will trade with Shiek's minor upB to your favor).
  1711. -having a hitbox out where Sheik's upB reappears usually wins out
  1712. -can tap the player% on bottom screen to keep track of Sheik even when teleporting
  1713. -can Rest out of multijab (between multihit and final jab), but need to be near Shiek's hurtbox
  1714. -can vector away from first hit of fsmash to dodge the second killing hit
  1715.  
  1716. [video]http://a.pomf.se/jgqlsg.webm //note fast fall-ed aerials in order to hit Sheik; also note that
  1717. //despite being able to Rest out of her jab, her hitbox wasn't near and so Jiggs was punished
  1718. [video]http://a.pomf.se/vkqdvq.webm //nair beating bouncing fish for sheik offstage KO
  1719.  
  1720. ============
  1721. ==VS Shulk== Rest KO%: 63
  1722. ============
  1723. Shulk has good spacing tools in the air and on the ground, but suffers from a lot of starting/ending
  1724. lag on his moves, allowing Jiggs to get in and punish. Jiggs is largely on the defensive against a
  1725. good Shulk. The beam part of his sword does less damage, so choose to be hit/shield the beam rather
  1726. than the red glass blade when you have the choice. The 1.04 patch gave a major buff to all of his damage
  1727. and even his aerial landing lag, so don't take his hitboxes for granted, as they're very punishing without
  1728. vectoring to aid in survival.
  1729.  
  1730. ==Shulk pros:
  1731. -fair/nair outrange all your aerial options and can be mixed to switch up timing
  1732. -grounded moves all outrange you
  1733. -counter is great against you if you attack him on the ground
  1734. -good kill power with monado arts
  1735. -can almost try to edge-guard Jiggs with jump form and fair/nair
  1736. ==Jiggs pros:
  1737. -easy to poke after avoiding his laggy moves
  1738. -counter is almost useless in the air
  1739. -easy to juggle
  1740. -easy to gimp
  1741. -reliable shield grabs on misspaced attacks, dash grab on some that are spaced
  1742. -extra jumps make it hard for Shulk to punish with smashes
  1743.  
  1744. ============
  1745. ==VS Sonic== Rest KO%: 57
  1746. ============
  1747. So, Sonic was buffed like crazy from the transition from Brawl and it shows. His hitboxes outrange
  1748. yours and now has near-guaranteed combos. That said, Jiggs can still play around Sonic, and has
  1749. several favorable trades, despite playing catchup for most of the match. Be patient, and learn to
  1750. not simply have an attack out if you're not in range, because Sonic can easily punish all whiffed
  1751. attacks due to his speed. I recommend actually staying in the air rather than on the ground. You're
  1752. theoretically able to grab Sonic out of his spins, but I find that I can't do it, either due to
  1753. timing or more likely, latency/lag. Remember that Sonic can cancel his spin into a shield, and can
  1754. jump with his spin (which has a hitbox) in case you try for a falling nair but don't have nair out
  1755. in time. Some Sonics like to camp at an edge and just shield grab into bthrow kills, so learn to avoid
  1756. attacking in these situations. You may not be able to get a grab in time to punish, but getting Sonic
  1757. off the ledge-side is a plus for Jiggs.
  1758.  
  1759. ==Sonic pros:
  1760. -Fast, hard to punish and can rush to punish you in return
  1761. -Dash attack rushes past your shield
  1762. -tilts and jab and smashes outrange yours
  1763. -has higher kill power than you do
  1764. -can string moves from his spins to rack up damage
  1765. -spin shenaningans
  1766. -upB puts it in a range Jiggs can't follow, and can have a lagless dair to come down quickly
  1767. -usmash can suck Jiggs in even when Jiggs is attacking
  1768. -Sonic is invincible during his upB bounce, and thus cannot be gimped
  1769. ==Jiggs pros:
  1770. -Spaced nair beats out a lot of what Sonic has, and trades at worst
  1771. -Sonic is tall enough to shorthop aerial
  1772. -Jiggs can VI/jump out of all of Sonic's combos/strings
  1773. -can dair Sonic out of his dashes/spins fairly safely
  1774. -don't contest his charges smashes and Sonic can't KO you that easily, esp. since vectoring makes
  1775. Jiggs hard to kill in the air from his normal followups
  1776.  
  1777. [video]http://a.pomf.se/kpmyor.webm //enjoy 7 minutes of Jiggs trying to keep up and approach Sonic
  1778. //key things to look for are ways you can contest the spin and spacing moves; can't really gimp
  1779. //note how Jiggs is punished on early/whiffed aerials
  1780.  
  1781. =============
  1782. ==Toon Link== Rest KO%: 55
  1783. =============
  1784. TLink has some wicked aerials you need to look out for, but overall has the same difficulty Link
  1785. does with Jiggs. This is a nice matchup for Jiggs. TLink has a better projectile game against Jiggs
  1786. with his superior boomerang and bomb followups into aerials/smashes (learn to avoid bombs in general,
  1787. but this is mostly something you'll learn with experience), and has an easier time killing Jiggs than
  1788. Link due to single hit usmash, fair/bair, and a killing bthrow, so don't underestimate TLink. If you
  1789. find yourself getting punished and hit with TLink's boomerangs and aerials, remember you can always
  1790. jump/float back and engage a little later to mess up his timing/spacing on his projectiles.
  1791.  
  1792. ==Toon Link pros:
  1793. -fair/bair can outrange and are very strong options
  1794. -projectiles vs non-projectile
  1795. -zair can hit Jiggs in the air
  1796. -can chain zair > bomb > aerial/usmash
  1797. -zair can help with recovery/ledge grabbing
  1798. -Single hit usmash and bthrow make for good kill options
  1799. ==Jiggs pros:
  1800. -can easily stay outside his projectile range
  1801. -can vector/jump out of TL's fsmash second hit
  1802. -easy to gimp, floatiness is more akin to yours, meaning it's easier to get to TLink in time
  1803. -Shorthop aerials still hit
  1804. -you can fair/nair his boomerange/arrow projectile
  1805.  
  1806. ===============
  1807. ==VS Villager== Rest KO%: 58
  1808. ===============
  1809. Villager is an annoying matchup due to how campy most players will play them. When you face a good
  1810. Villager who isn't needlessly campy, then they're still annoying because their fair/bair is such a
  1811. good tool against Jiggs in the air. This isn't a difficult matchup as long as you know of Villager's
  1812. legitimately good options against Jiggs, since Jiggs can avoid putting itself into danger, but that won't
  1813. mean you won't eat a hundred slingshots and face three million attempted Gyroids in doing so. When Villager
  1814. is on the ledge, learn to expect the drop > jump > fair on stage/ledge. Try to force upB recoveries over
  1815. sideB Gyroid rides (which you can't keep up with). You can attempt to pop the balloons with fair/nair, or
  1816. or punish stage landing with bair/Rest.
  1817.  
  1818. ==Villager pros:
  1819. -fair/bair beats your aerial approaches that are head on
  1820. -dair has amazing priority and can spike you if you try to recovery near the ledge
  1821. -Fsmash has tremendous KO power on blast KOs/whiffed Rests
  1822. -utilt can kill, and ftilt can keep you away if Jiggs lands next to Villager (ftilt also kills at high%)
  1823. -Tree kills super early
  1824. -projectile vs non-projectile character
  1825. -diffiult to gimp
  1826. -Gyroid has small auto-targetting properties, making it impossible to crouch
  1827. ==Jiggs pros:
  1828. -can shorthop aerials
  1829. -can fair/nair the slingshot projectiles (just make sure you're not in end-lag when actually reaching Villager)
  1830. -can gimp with difficulty, aim to fair the balloons, or stage spike for best chances
  1831. -can easily hop over Gyroid, so you're never forced to approach its campy little forest
  1832. -shield is safe this matchup (learn to shield ledge-campy Villager's fairs)
  1833. -avoiding mindlessly short hopping fairs/nairs because its usmash/utilt is a good anti-air that can
  1834. KO Jiggs.
  1835. -can hit Villager out of his Gyroid riding if you hit his head/body hitbox without being hit by the Gyroid
  1836.  
  1837. ============
  1838. ==VS Yoshi== Rest KO%: 59
  1839. ============
  1840. Yoshi saw a major buff and it definitely shows in the matchup. Easy string of moves that appear
  1841. lagless, a shield you cannot shield poke, good range and heavy weight all work to give Jiggs
  1842. trouble. Jiggs has to work to get in, and it isn't always safe when you do, but a lot of things get
  1843. better when you learn the matchup/Yoshi's rather good range so you know what to not contest. Another
  1844. character that you don't want to land in front of after shield poking, as its jab beats out anything you
  1845. do. Learn to avoid using Jab in this matchup, as you'll always lose to a counter-jab.
  1846.  
  1847. ==Yoshi pros:
  1848. -can't be shield poked
  1849. -near lagless transitions from aerials into jabs/tilts/smashes
  1850. -strong bair that outranges you
  1851. -Nair is huge and contests your own nair
  1852. -can get early KOs with smashes and uair
  1853. -egg spam is too good
  1854. -weirdly heavy, hard to kill/knock over, likely due to hitbox wideness
  1855. -super armor on second jump to make gimps difficult
  1856. -downB shield break damage can lead to insta-KO
  1857. -dash attack safe on shield since it moves you past it
  1858. ==Jiggs pros:
  1859. -can shorthop aerials
  1860. -nair tends to trade and beats some moves
  1861. -hitbox is large enough to consistently hit with moves/slightly easier Rest
  1862. -fair can outspace some of Yoshi's options
  1863. -you CAN gimp Yoshi, just towards the end of his second jump where he loses armor
  1864. -for an easier time gimping Yoshi, learn to footstool (dodge the egg), which bypasses armor
  1865.  
  1866. ======================
  1867. ==VS Zero Suit Samus== Rest KO%: 54
  1868. ======================
  1869. This is another high tier matchup where Jiggs does well, if not very well for itself. You can crouch
  1870. ZSS's b, misspaced sideB, dash attack, and fsmash, shutting down most all of her 'safe on shield'
  1871. moves. This greatly eases the matchup for Jiggs with a safe shield and retaining good aerial options
  1872. with some Rest punishes (dash attack/fsmash). ZSS has superior movement over Jiggs and can still
  1873. outspace Jiggs with her moves, so don't underestimate a good ZSS, however rare they may be. At low/mid%s,
  1874. you can contest trades with ZSS's downB, but learn to avoid it at high%s as it will KO Jiggs, who otherwise
  1875. doesn't die early except to ZSS's strong and fast bair. Learn to avoid the expected bair if a ZSS
  1876. tries to approach you backwards when you're at kill%.
  1877.  
  1878. ==ZSS pros:
  1879. -outranges on the ground and with sideB/ftilt, and in the air with most aerials
  1880. -downB has invincibility frames and can beat out Jigg's aerials due to angle of approach
  1881. -hard to gimp
  1882. -fast, making it hard to punish, while ZSS can dash to punish your landing lag/etc
  1883. -good killing power in bair
  1884. -fast vertical jumps means it can aircamp Jiggs
  1885. -dair can punish aggresive aerial Jiggs
  1886. ==Jiggs pros:
  1887. -crouch blaster, misspaced sideB, dash, fsmash
  1888. -crouch into Rest for dash attack and fsmash
  1889. -can punish ZSS's laggier aerials
  1890. -easier to juggle ZSS on the ground and air
  1891. -you can gimp ZSS, but takes a lot of work and depends on her downB availability, but possible.
  1892. -can vector out of dthrow followups at mid-high/high%
  1893. -can't be hit by second hit of upB unless Jiggs actively vectors down
  1894. -needs testing to see if you can Rest out of jab combo/fsmash
  1895.  
  1896. [video]http://a.pomf.se/ipackl.webm //Though not a stellar ZSS, this shows examples of crouching
  1897. [video]http://a.pomf.se/pcwkdx.webm //first stock KO
  1898. [video]http://a.pomf.se/mjvawr.webm //another first stock KO, Rested ZSS's dair
  1899. [video]http://a.pomf.se/wbjihn.webm //a full match
  1900. [video]http://a.pomf.se/rxmynf.webm //Sing KO
  1901.  
  1902. ==================================================
  1903.  
  1904. .-------------------------------.
  1905. | Stage Analysis | // Under Construction [STG]
  1906. .-------------------------------.
  1907.  
  1908. Jiggs is in a pleasant place where the Omega mode stages of For Glory is actually in Jigg's favor
  1909. in most matchups. That said, for tournaments and friendlies, Jiggs will see more than just a flat
  1910. terrian and it significantly affects how the matchups turn out and not always to Jigg's advantage.
  1911. This, like the matchup section, will largely be under construction for the longest time and will
  1912. contain subjective information.
  1913. As a rule of thumb, FD/Omega is always a good place for Jiggs, and Battlefield is bad.
  1914.  
  1915.  
  1916. ==Final Destination==
  1917. The only con about this stage is that it's long, allowing for fast running characters to have more
  1918. ground to bait for openings and for projectile users to camp. That said, Jiggs tends to avoid most
  1919. projectile spam by playing in the air, so Final Destination is all in all a great stage for Jiggs.
  1920. ==Avoid against: Little Mac, Sonic(?)
  1921.  
  1922. [video]http://a.pomf.se/svdvvc.webm //Jiggs stage spiking with bair around 00:15
  1923.  
  1924. ==Omega Mode==
  1925. This is like Final Destination, however, depending on whether the stage is a floating island, straight
  1926. tower, or has an incline makes certain stages more preferable to Jiggs. Jiggs likes Omega stages like
  1927. Arena Ferox with the FD incline on the ledge, as it sets up ideal trajectories for stage spiking. Jiggs
  1928. can also jump underneath the stage and get to the other side on the island stages. Flat tower stages
  1929. often restrict recovery paths, also offering a boon for Jiggs. Inclined island stages (like Ferox and
  1930. the G&W stage) will be grouped with FD analysis. This section will be reserved for specific matchups
  1931. where the flat tower offers a notable benefit or con.
  1932. The flat tower does allow other characters to wall jump, so certain characters will benefit from this
  1933. stage more than Jiggs can.
  1934. ==Avoid against: Little Mac, Sonic(?)
  1935. ==If possible choose FD/island over tower Omega stages: Wall jumpers
  1936.  
  1937. ==Battlefield==
  1938. My favorite stage is the worst place for Jiggs to fight. Being unable to reach the top platform in
  1939. two jumps will often leave Jiggs being platform camped by everyone who is faster with better vertical
  1940. jumps, which is everyone. The only benefit here is that Usmash barely pokes (but still pokes) the
  1941. lower platform and the technicality of uair pokes. However, pretty much every other character can
  1942. take advantage of this stage better than Jiggs can. This stage alone can turn some even matchups into
  1943. an uphill nightmare. Mind you, if we're being technical, this is not a bad stage for Jigglypuff; it's
  1944. just that every other character takes advantage of it so much better than Jiggs can.
  1945. ==Avoid Against: Marth, Pikachu, MK, (assume everyone here until proven otherwise)
  1946.  
  1947. ==Yoshi's Island==
  1948. This is likely Jigg's best stage with a few caveats. This is the stage you want to counterpick when
  1949. your brain is telling you to go Battlefield for a stage with platforms. This is also the stage you
  1950. likely want to avoid against the super small can't-shorthop-aerials due to the caveat. Caveats:
  1951. the side platforms that randomly appear will often prevent followups more often than save you from
  1952. follow ups due to Jigg's highly active offstage play (this is a minor one, overall; the platforms
  1953. are useful for Jiggs too, offstage platforms to get all your jumps back for even deeper offstage);
  1954. the only significant caveat is the sloped main stage. This WILL require you to change your spacing
  1955. and attack timing otherwise you will whiff even your short hops.
  1956. ==Avoid against: nobody until proven otherwise
  1957.  
  1958. ==Prism Tower==
  1959. I have very little experience with this stage, so hope other Jiggs main can contribute here. Theoretically,
  1960. this is a great stage for characters with bad recoveries due to the many opportunities to gimp. The
  1961. lack of a too-tall platform also means it doesn't have the problem Battlefield has in being a playground
  1962. for opponents to platform camp Jiggs. Likely a good stage for Jiggs, but definitely avoid against faster
  1963. characters, for whom this is just another stage to air camp/run away from a Jiggs who will struggle to
  1964. keep up.
  1965. ==good against: poor recoveries/easy gimps
  1966.  
  1967. ==Arena Ferox==
  1968. When applicable, this is likely Jiggs best counterpick stage. It has a high ceiling (mix of slight Rest
  1969. nerf vs much improved survivability with super light Jiggs), and stage transformation with walls. Jab has
  1970. the property of having a slightly lifting trajectory, preventing shield grabs on hit due to forcing landing
  1971. lag before they can react. At mid%s, Jiggs can jab combo characters into a wall for 6-10 hits into an
  1972. unavoidable Rest KO. The transformations also don't hurt Jiggs compared to other characters.
  1973. ==good against: everyone until proven otherwise
  1974. [credits: ZHMT @Smashboards]
  1975.  
  1976.  
  1977. //////////////////////////////////////////////
  1978. //Older pastebins
  1979. //v.1 : http://pastebin.com/Aeu3y23U
  1980. //v.2 : http://pastebin.com/SyYX6zqk
  1981. //v.3 : http://pastebin.com/PnzXTyGs
  1982. //v.4 : http://pastebin.com/wH86hkF6
  1983. //v.5 : http://pastebin.com/tWB6p3AD
  1984. //v.6 : http://pastebin.com/Kvg0bWJv
  1985. //v.7 : http://pastebin.com/eCuGGwNb
  1986. //v.8 : http://pastebin.com/UDynZTAi
  1987. //v.9 : http://pastebin.com/BSx4SNvc
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement