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'Juggle'-ly puff?!?!

'Juggle'-ly puff?!?!

Game Versions
Smash 3DS
:drflip:Note: version 1.08

Hi! (Sorry for the bad pun title) This'll be quite the guide, informing you on combos, punishes, follow ups, and more! This guide will focus on several sections:

Intro
I. Approaching/combo starters
II. Follow ups
III. Ledge guarding by comboing
IV. Punishing
V. Combo into specials
VI. Combo into rest

INTRO

So I made this guide a little late... The new update came, and I didn't even post this to forums, but I believe the combo game for Jigglypuff actually did change during the update (unless I'm just getting worse over time, which probably isn't the case).

:sadsheep:


As you might tell from the unhappy rainbow creature, the changes aren't good exactly. Not the worst, but not too bad.

The main changes are:

•Forward throw is a worse option
•Pound is a worse option
•Nair is a little bit too strong now
•Fair is a little stronger
•Down throw doesn't give as good of an opportunity of a follow up either
•However, I believe there is less lag on dair when you hit the ground, but I could be wrong.

Though these changes ultimately nerf Jigglypuff, I still believe you can combo with her. However, they're not as good as before, and you can't really impress the guy who says Jigglypuff is a hit and run character with your combos.

I. Approaching/combo starters

At 0%-30%

Approaching with puff is difficult. I myself am not the best with approaching with puff, but I seem to be better than most, so I'll share my startegy, and probably the agreed strategy by most puff mains. Look for mistakes! Look for any opportunity to come in and hit your opponent. This however isn't a hit and run moment. You should combo off of your first hit, or grab. You can of course try to look for a grab, but you can't pivot grab, and it isn't exactly the easiest to grab with Jigglypuff. She's slow.

Usually keeping an intimidating defense will keep your opponent away, but you do need to stay wary of an aggressive opponent. If your opponent is close but doesn't approach, you can roll behind them and grab to a throw, to a follow up. This might not sound like a good idea, but if done at the right times, this is actually an effective strategy. Knowing which throw is better depends on the situation. Usually in this situation, it will be back throw. More aggressive strategies are reading a dodge to grab, pound to fair to whatever, or fair to nair, but that is a hit and run startegy. A new good startegy I've never talked about is here. Yes... Uair. I've burned this move in the past. But getting on stage form the air shouldn't be done by nair or fair. Though they will give better defensive spacing, they shouldn't be used aggressively. Uair actually has a bigger hitbox, and covers all sides of Jigglypuff really fast surprisingly. Almost all at once! Uair also has some good follow ups, which I'll get to later. You can also go for a bair when you wish, but be careful! Though it can lead to any other aerial and is a good option to start a ledge guard, you can be easily be punished if too aggressive with the move!

An aggressive opponent should be taken care of by our out of sheild options or grabs. The best out of sheild option is nair, but it will just hit your opponent away and slide on the stage, making it a hit and run situation. Sometimes you can get a certain sweet spot for your opponent to go into a tumble, which can be followed up by a grab to a follow up.

If your opponent is trying to grab you, than that's why you have your intimidating defense! Bairing, fairing, and nairing in the air and landing on the ground a couple of times, which will keep a smart opponent away. If your opponent is still trying to grab you, if you either hit them with a nair or fair they will tumble, allowing you to grab them.

At 30%-50%

Pound becomes a better option, but there is a little bit of less hitstun ever since the evil update. It isn't much, but you'll need to be more quick in some combos sometimes. Nonetheless, it still is a good option because of the combo ability. The true combo into rest still exists, which I'll get into later, but this move is a not bad option, because it can't be spot dodged. It also sends your opponent in a way where it is easy to link a fair, which is one of the best combo starter moves for Jigglypuff.

The rest of approaching with Jigglypuff is similar to approaching at low percents, but now nairing and fairing out of sheild will probably lead off the stage, but if it doesn't, follow your opponent like you would at 0%. At 0%, your opponent would still be standing, but now they'll be on the floor. Just simply jab, than grab, than throw. This will lead to an ledge guard! Some characters and spacing with the jab can also lead to a rest, but the jab to rest combo with Jigglypuff is very complicated actually, and I'll have to release a guide on that alone soon. Since the confusing jab to rest stuff doesn't always work, just throw your enemy off stage.
There can be other follow ups like dash attack, or even rest for this combo (without jabbing)! In case if you forgot the approach, it would be :

Nair->everything I just said.

I mean like, your opponent should fall to the ground if you SWEETSPOT the nair! I forgot to mention that but yeah. You can also follow up with side smash attack (your opponent should be off the ledge after you do this), dash attack, sing, pound, jab, another aerial, a tilt, (I would suggest Uair to rest. Rest will only kill at about 43%, depending on your opponent's character. Your opponent should be there by the sweet spot nair and Uair, but they might not so be careful!) Also these sweet spot nair combos on the grounded opponent are best used at around 30%, maybe a little earlier. Your opponent slides too far away at 40%, so you can really only follow with a dash attack, or if you read a roll or any other getup attack. They won't land too far away from you, so if you're quick enough you can even just rest, but this startegy is insufficient at 45% or higher, but sour spot nair can work now. If you get a sour spot nair at those percents, than you can follow up will nearly everything I just said, but your opponent will still be a little far away, so don't try to jab.

If you come in with a fair, there is also some stuff you can do.

Sweet Spot
Just follow up with nair, Uair if you're near the ground, or another fair. At this point we can carry an opponent to the ledge. Like I said earlier, pound is a good option to start a combo, than combo with fair, nair, and then ledge guard. It's pretty simple, but hey, it works!

Sour spot

Sour spot fair is DA BES! there are much more things you can string with this combo starter. I'll just list them:
•pound
•nair
•fair
• rising dair a little bit earlier than 30%. (25 maybe)
• fastfall Uair
• rest!!!
The things I just listed are the moves you should do in the air, but on the ground, it is basically like nair to a combo. However, this will not ground your opponent! I suggest jabbing first, and then follow up with a grab, down tilt to possibly get your opponent off the ledge (make sure you're near the ledge), pound, or rest sometimes! The jab rest combo is much more complex than it sounds, please believe me. If I get all the info on it, than I'll make a guide for it!

In the end, you're still just trying to get your opponent off stage, and it can be more simple as just doing a bair, but hey, combos!

50-80%

At this point, a sour spot nair in a grounded opponent can still combo, but only can be followed up by dash attack efficiently. You can still go for the jab, but you'll need to run up a little bit still. Dash attack wouldn't be a bad option though, because your opponent will still go off stage. Than just fair to nair for a ledge guard!

At this point, we really should just try to ledge guard. Jut out space your opponent, or get the grab by the sour spot nair. If you're opponent is being too defensive, and it seems impossible to hit him, well, tough luck. Try camping him out, but don't be too aggressive, since it's really easy to grab puff. Coming in with pound might help, or if you're on FD than, you might even want to use rollout. If you get the rollout, than you can follow up with a ledge guard, and it might KO your opponent. I'll get to ledge guarding later.

100-200%

Sour spot nair can only be follow up'd by dash attack. If your opponent is light, than if might actually KO, but if not, you'll get a good chance to ledge guard. At these percents, you really should just be out spacing your opponent with aerials, or get that grab! Just out space, or get your opponent off stage for a ledge guard. Smash attacks might kill at these percents, but it depends on where you are, what stage you're on, rage, and opponent's character.

So that about does it for combo starters, but what about follow ups? I already mentioned a few, but I'm talking about jab at certain percents, and the throws.
:shyguy:

II. Follow ups
Jab:
Jab is a pretty good move! As I said before, I won't be covering jab rest today, but other things! All these things should work to at least 100%, if not higher. Some are not recommended though.
Jab to grab is a good follow up. Essentially it's all just one big combo starter, but following up with a throw is just better unless we're talking about jab to rest. I'll get to throws in the next paragraph, but they're are other things you can follow up with. For a potential ledge guard, I would use down tilt at higher percents, but you can do that at low percents for spacing. Side tilt also works and will cause the tumble animation of an opponent falls off of any ledge, but can eventually jump out of it if you were to pull it off at the literal ledge. It actually sends opponents far and gives a good opportunity for a ledge guard. If you follow by another jab (the second jab), your opponent will be sent just barely away from your in the direction Jigglypuff is facing. You should be able to follow up with a pound, even at high percents. Than after pound, you can do fair, nair, fair, nair. At high percents, it's fine just to do fairs. What do you know, I just talked about pound a little bit too. If you want to knee more about pound, go to my pound guide.

Down throw: if doesn't really matter what percent your opponent is at to follow up, but a good percent to start down throw is about 30%. You should follow up with Uair. Now after Uair, you can link them, which is what maybe many of you did before. Well linking isn't just being under an opponent. Remember, Uair has somewhat of a big hitbox. If you go to the side of the opponent and move in under than and back away, there is less if a chance for being punished, and more of a chance to hit the move again if you read the air dodge, or your opponent try's to attack to get out. Depending on the move, you can and can't get hurt, but being directly under an opponent at all times seems to have more of a chance for pain for our poor Jigglypuff. Uair also connects to many things other than itself. Remember at around 43% depending on the character, your opponent is in a good position for rest, but other than that, you can link a bair by going to the side, a fair by going to the other side, and nair if you want to try, and a sour spot nair will make a good position for either a fair, another nair, or even a bair depending on which side your opponent is launched.

Up throw: up throw actually seems a little better for me after the update. It's basically down throw, but better at 0%. It's basiaclly the same, but you don't get to be to the side and under the opponent unless you're riskinv the Uair. At 30%, I'd just use down throw, but this is auch better throw than it used to be.

Forward throw: forward throw is much worse around now. It's so easy to get out of it, because hitstun is shorter and direction is more horizontal a little bit now, and not as good of a position for a fair to whatever, like it used to be. I believe this is actually the worst throw now, and it very hard to follow up now. It can start a ledge guard, but try not to use it unless your oppoenent has to jump to the stage. Following up should be with either a nair or fair. It can start a ledge guard if opponent goes off stage.

Back throw: back throw truly is the best throw. It gives great horizontal spacing for bair, or nair. Fair if you turn around. Can start a ledge guard, at 0% to even a 100%. Connecting bairs is good for about 60%-80%. Can start a ledge guard.

:smash:
III. Ledge guarding by comboing

This part is pretty simple.
I already went over ledge guarding in a guide before, but there is two main moves you can use for this, and lucky they easily string.

Fair and nair.

Nair to fair was a little weird ever since the update, but fairing to nairing not only has some good distance, but has decent damage. Those are the two in the order you should do them! Fairing is also not a bad option, and bair to bair works at around 60-80% from my memory. Of course, you don't have to combo for a ledge guard, but if you gimp an opponent with nair, than you definitely should try. Trying to outspace an oppoonent with bair works fine too, and bairing toward the stage for a stage spike.

:estatic:
IV. Punishing

Let's say you land a sing or break a sheild! Your opponent is asleep, and now it's time for a punish. Punishing should be a combo, or something to add extra damage. Of course, you can just rest, but could risk the fact that you can be punished if rest KO's. And what if your opponent is at like 40% or something? Well remember the sour spot nair stuff I talked about? That is a good punish combo in my opinion. Nair, jab, grab, pummel, throw off stage, ledge guard. It can definately add about 40%, and probably take a stock if done correctly. An easier way is to do something else though. If your opponent is at a somewhat high percent, than push them more toward the ledge. Charge up a down smash for 15%, and then your opponent shouldn't make it back anyway, but ledge guard them just in case.

Let's say your opponent is on a platform on battlefield. You don't have enough space to do the nair/fair stuff. Than well, just rest... I mean like duh!!! If you want to look good you can sour spot fair into rest, it you can just simply rest. If you want to combo, I suggest using pound. It should give a good direction for you to fair, nair, and ledge guard. You can also just jab to grab, and then follow up the grab. Don't nair or fair. Of course, there is also jab to rest but you know by now...

:joyful:
V. Combo with/into specials
Rollout:
I hate to break it to you, but you just can't combo with rollout. You can punish with it, and it can start a ledge guard, but no. The best you can do is do something like sour spot or sweet spot nair (depending on percent) for your opponent to tumble. They'll have to get up, and instead of floating, or running to them and jabbing, you can just start charging the rollout, and punish their getup option.

Pound:
This is by far the best option for comboing out of any of the specials. Pound is best used at 30-40% because of this new stupid update, but can combo into fair, and you know what fair can do! Nair, another pound, Fast fall Uair, dair even, another fair, jab, and even some things like sing depending on where you use the fair, and what percentage your opponent is at when you use the fair. If you can land near your opponenf where you can jab, don't. Use sing for the rest, or smash attacks. Remember, side smash is good for killing, down smash is good for ledge guarding, and up smash is good for low ceilings and high percents. Pound can do start a ledge guard because of fair, or even a sweet spot nair for extra knockback. I Suggest that you don't use this move too often though, or get real used to it because if the update.
( I should make an inside joke about this update...)

Sing: I already said the only way to combo with this move. This move is really just for punishing, or catching an opponent off guard, and it's worthless in the sense that you can be punished hard if you miss this move, but if you guide your opponent to the ground by nair, fair, or bair, than you have a good chance in landing this move actually, or at least a way better chance.

Rest has its own paragraph.

:tired:
VI. Combo into REST!
I'm just gonna list everything I know. I'm not the best rest guy, but I'll provide a few combos:

0-10%
Rising pound rest. Note: you must go back to the ground to perform this because of the update, the riding pound does need to be in the air obviously. You'll also need to be crouching once you're on the ground. This is much easier on huge characters since you don't have to go to the ground for them. This will only add percent and not KO if you couldn't obviously tell.

0-200%
Jab to rest! Note: very weird combo with a surprising amount of factors. You really need to experiment with this one, or wait till another guide by someone or maybe even me.

30-40%
Pound, sour spot fair, rest! Note: you really want to do this at about 35%, but it can work at these ranges if you do a short hop rest at 40%, and fast fall rest at 30%.

In general sour spot fair, rest is a pretty good combo that can usually work at many percent ranges.


Another is nair/fair on a grounded opponent, sing, rest. Note: sour spot or sweet spot depending on opponent's percent. This can be done until about 50%, starting form 0%

~43%
Uair, rest. Note: one first full jump can reach an opponent, so if you come back to the stage using Uair, hitting your opponent, you can probably go for the rest since your opponent won't be too far away from you, and it is at kill percent at 43%.

I suggest looking at the Jighlypuff Forums for resting, because I'm not best best at rest combos. It's a punish move, and you shouldn't try to combo into rest when ever unless you're really good at it. I know other combos, but I decided to only share ones that I'm comfortable using, and the other ones should be on forums.

:bubblebobble:
VII. Conclusions

In the end, Jigglypuff became even more of a hit and run character by the evil update, but as you can see, there still is combos that can be done by Jigglypuff. Fair and nair seem to power a lot of them, so I suggest practicing with those moves a lot. Also, pound isng as good of an option as before, and Might make something on pound blitz, which looks like a better option now. Also, sour spot fair rest!!!


The most important thing about comboing is doing it off stage, so also practice that! I hope you don't see Jigglypuff as a hit and run character as much now, and leave your combos below if you think you got good ones.

:4jigglypuff:
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MisterDom
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  1. Very Impotant Update!!!!

    This info only seems accurate for the 3ds version of the game, at least out of what I played. I...

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Jigglypuff didnt change at all, none of those throw options were actually options, Its best not to let placebo or personal interests lead a guide, especially when facts say other wise. Good combo descriptions, but some things were misleading or false. Great to see another guide though :)
MisterDom
MisterDom
Perhaps me looking on to some other characters had just made me worse. lol

Thanks for the review!
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