Yeah I can imagine that. Its all do to JP’s crappy range. I haven’t played it much though.
nah, it’s not due to her range. She can fight those who outrange her with a few playstyle adjustments, of that I’m certain. vs Snake however (and this is just me speaking from experience — I did not find myself particularly outranged) she has to eliminate entire styles of play in order to cope with Snake’s power. Every attack Snake can land has great knockback. Even if she can manage to land every single aerial attack she throws out, she has to be very careful because she might trade hits with his u-tilt. Snake pretty much runs the ground already (I’m sure there’s some holes in this playstyle, but I haven’t found them yet) and Jigglypuff’s not really a ground fighter, so she’s disadvantaged there too.
found 2 ways to land rest, but it’s worthless. one way is to hit with a short hop B-air, DI with your opponent, and then use rest. the other way is to use a full jump, D-air, then rest. the first one is fairly fast, it’s almost as if B-air comboes into it but it doesn’t. it’s fairly easy to DI with the person too. The only problem is this works well at lower percentages, and it doesn’t kill at lower percentages. as for the D-air one, I think this can be done on higher percentage people. the problem with that one is that the input for it is weird, DIing into it is harder, and the opponent could simply block it on reflex. I’m not sure if that turns it into a mind game or what, but either way rest is done for. rollout on the other hand is a great kill move and it’s even battle friendly if you use a short charge. also I’ve been using B-forward lately, that move is actually a million times better than I thought. this move + B-air + short rollout alone are what’s keeping me trying to develop the playstyle
B-forward? Are you talking about pound? Yeah that move is so beast. I abuse the crap out of it. It has the highest priority out of all of Jiggle’s moves plus the amount of active frames it has is ridiculous. I’ve fought opponents who spam projectiles, and when I do ->B it will clash with the weapon but still keep on going to hit the opponent as well. Everyone should learn to love it.
Oh, pound is it? Then yeah, pound is great. If you don’t like spacing, then you can use that move to help you fight vs chars with range. Also, it can knock people pretty high as the % builds up, Jigglypuff COULD have a vertical wall of pain
quick off-topic question: who is the chick in your avatar?
Pound is good for recovery and leading into followup’s, but don’t abuse it because it has bad lag afterwards making it easy to punish if shielded. And Zoogstin’s avatar just has three characters from GG.
I was wondering specifically who the one in the middle was. I saw her once but didn’t know her name, I know she’s from Guilty Gear. One is Faust, can’t remember the one on the far right but he’s possessed by some poltergeist or something.
The safest way to use Pound is jump back and then press forward B. When you press forward you will of course move forward and plus the move itself will make you move even farther forward but because you jumped back first you won’t be so close to your opponent that he/she will be able to punish you. The main way JP can be punished for using pound is a shield grab. Thus you use the above technique to avoid that.
ah, excellent. I might’ve noticed this sooner or later, but excellent reference on using pound. For some reason, I’ve been jumping AT opponents using it… I haven’t been thinking of my Jigglypuff’s game lately. When I first started I was a precision maniac, every little Jigglypuff thing had to be absolutely perfect or I’d disregard it completely.
whoa. I think I may have flat out lied about rest. I found some situations that rest is absolutley perfect for.
so do you mind sharing?
Has some good matches against Game and Watch. I think this matchup is in his favor but now whole lot. The main problem is not his Fair or Bair but how spammable his smashes seem to be. All of which will get rid of Jigglypuff quickly. This isn’t too bad because JP is more agile than GW and thus can move in and out of attack range rather easily. Attack premeptively and also use fade away ->B’s to try to out meaty him. Once he reaches 70% (because he’s second to you in lightness) he is in the danger zone of you performing a short hop Dair rest combo.
I meant to come back and mention how good she has it vs G&W. Kinda shuts that key thing down completely. Since he’s only bastard powerful on the ground, that’s not too big of a problem for Jigglypuff either. I think I might main her again and just watch out for her weight problem.
Btw, that rest stuff I came up with isn’t good. I tried to make it good, friend of mine tried to make it good, it’s just not working. The strategy was basically powershield, jump at opponent and rest. however you’d be surprised at how many attacks are too far for her to do that to. I’ve yet to try D-air --> rest or B-air --> rest on a human opponent though.
I did it yesterday on a human. Seemed to work. Plus in training mode it actually combos. I need to do it on more people but I think its legit. The objective is to short hop, but don’t fast fall. In order for the combo to work you have to finish the down air while still in the air.
Dair to rest works if your opponent does not DI properly or you follow their DI with the dair and hit them with the last hit and can follow them while in hitstun to rest.
Man, that is a mouthful. Anyways, you can sometimes hit people with it, but like the guy above me said you need the dair to finish in the air.
it doesn’t combo, that’s the problem. I don’t know if it can be blocked in such a short amount of time though…
anyway, it seems like there’s too much to go with it in order for it to be useful. btw I’ve tried short hop Dairs to do this, those don’t give you enough time to rest I think. IIRC the best is to do it with a full jump and come down from it like you’re G&W landing a key, then do the rest… or maybe its full jump Dair --> rest.
if any of you try the B-air one lemme know
Ive had VERY limited success with d-air into rest. I have a very high success rate with against the sandbag but anyone with a brain can escape it. youre better off just jumping into them and doing it or dodging
If anyone has any tips for fighting accurate hard hitters (ex. Snake, Bowser) I’d love to hear them
I have the best time against those kinds of guys when I play defensively. I try to goad them into attacking and take advantage of their openings with a well-placed fair, bair or shield grab->bthrow. When they’re off the stage, then I go for a WOP. They’re the easiest group to land that stuff on in my experience.
I’d just be wary of Bowser’s recover since it can be easy at times to get caught in while WOPping him.
If you’re fighting an Ike and can take a hit without dying, let him land that Quick Draw he’s using to recover just for fun XP. His recovery will be irreversably screwed.
Snake is a different ballgame though. I don’t fight enough Snakes, so I can’t say much about what I’d do, but his C4 and grenades are the worst since they’re hard to see.