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Time to get Jiggy with it!

Time to get Jiggy with it!

Game Versions
Smash 3DS, Smash Wii U
Just so you know, this guide will go through 8 main sections:
•Intro
•What most people think about this topic
•How/When to get a grab
•Up throw
•Forward Throw
•Back throw
•Down throw
•Conclusion
I'll also rank the throws from 1-10!

Intro

So I know what you're thinking: There's a grab game for Jigglypuff?

That's right. There actually is! And not many people acknowledge it. To admit, it isn't very good, but I feel like not many people experimented with it enough. To admit, I might not be the best at grab games, but no other Jigglypuff main shares very many ideas, so take my word for it!!

What most think

Out of ideas shared, the strategies aren't very good. Everyone agrees that Jigglypuff's grab game is not great, and people just try not to grab, but some strategies that I hear are:
• Up throw, Uairs!
• Down throw, Uairs!
• Don't back throw!!!
• Can link fairs with forward throw, but won't try because only works at some percentage!!! Hard to combo but rewarding!!!

Now some of those strategies are actually pretty decent, but some are absolutely the opposite of what you could, and should, do. so... I present the guide!

When Should I grab?

Grabbing can be a little difficult for Jigglypuff if you don't know what you're doing. Jigglypuff is a slow character, and has a very decent to bad ground game. This only adds to why Jigglypuff has a very "bad grab game." Her grab range is also not the best, but not the worst either. Comboing into a grab is the best way to get a grab, and that also applies with Jigglypuff. Punishes and any opportunity you get should be when you grab.

You combo best into grab at 0%. Generally, the combos have the same outcome, but you use diffrent moves. To beat comboers into grab are fair, nair, side tilt, and bair(little tricky). You could also jab, crouch cancel, and the. Grab, but I'm no good at that, and there is better combos out of jab.
Nair and fair should be done at 0% on a grounded enemy. If you get the sour spot fair, you're opponent will tumble, offering a free grab. I'm not sure if you need a sweet or sour spot for the nair, but it should have a similar effect. The same it with side tilt. If you aim the side tilt upward, than you're opponent might tumble as well, but at low percents you should still be able to grab anyway, especially if you aim the side tilt downward. Most of you are probably confused on why I said bair. Well, if you link a bair and go into lag, you're opponent should slide right behind you. You should get out of lag first, and you should be able to grab if you're fast enough. These combis only work at low percents, and aren't very reliable for all characters, but other opportunities when you and opponent go to the ground and you're opponent is in front of you, you know what to do. There is actually more situations like this than you might think. Nair and fair are the best grab starters.

Explaining opportunities and punishes are a little difficult, but I'll try to explain. If you're opponent is in lag, or if they keep don v the same thing and are able to easily learn how to counter that, than use a grab it something else. Remember! When an animation starts for an attack, the hitbox isn't out yet, so you can still grab for no damage and a free punish with a grab combo.

Up throw
Now that you have grabbed an opponent, you can pummel them twice and then throw them and follow with a combo. Up throw seems to be the second favorite of the Jigglypuff community, but that SHOULD NOT BE TRUE!!! Up throw can combo into Uairs, but that only works at low percents, and can be easily be dodges still. But! This option has the best stage control.
This move can kill at 290%, and deals 10% of damage!
In the end, this move is very bad at following up with, but could lead to a air dodge read. The poor combo game is made up though with sparkles!!!!

Rank: 5

Forward throw
This is by far the best throw option for Jigglypuff. This move also deals about 10% of damage, and is actually a better kill option than any other throw( because of ledge guards. It can kill well unless there is good DI!). Jigglypuff also puffs up when she uses this move because Jigglypuff puffs up when mad. Just a cute touch. Anyway, this move also has the best combo potential! It sends your enemy diagonally away from you the direction you were facing. The direction also dips down at the end of the distance. With this, you can then combo into fair, the best combo starter for Jigglypuff. Than link any other aerial combos you have! This move kills at the center of FD at very high percents, maybe at like 999%!

Rank: 9

Back throw
Back throw is actually very under rated. It can't combo really, but has decent knockback and good spacing to start a ledge guard/combo with a bair, or fair. Preferably bair, especially at lower percents. This throw also deals 10% and is the second best option in my opinion( you'll have to get used to the spacing though ). It also kills at very high percents. Higher than 300%. If you can get that bair, you can get a really good combo. This also works better than forward throw at high percents! Because of the combo potential, and range of combo potential with this throw, I give it a solid rating. This is just more difficult than Forward throw, so I believe it is the second best throw. Don't under estimate it!!!

Rank: 8

Down throw
This is the better option to Up throw! Has about the same direction of flight as Up throw, but the opponent will be a little to the side and closer to you, making it harder for an opponent to escape. Combo with fair if you can, but Uair is the easier option. If you do connect a fair at low percents, it will probably send your opponent in the opposite direction than it normally should, just due to chasing him and the hitbox.
This move also deals about 10% and can't kill at the beginning of 300%, making it a terrible kill throw!

Rank: 6

Before I get to conclusions, I will include a surprising fun fact: jab can't kill at 999% with legit DI. I tried it in practice before I started doing throw things and I just had to include it in this guide! I thought it was funny! :)

Conclusions:
In the end, only Up throw can kill at Sudden Death, which is sad...
I hope you learned your throws! Forward and back throws are the superior options due to spacing and combo potential. Down throw and Up throw to Uairs aren't the ultimate Apex Grand Finals options, or any great option for that matter (like many of you think). That combo is stale, unrealiable, and overall just hard to do. Fair and bair starts ledge guards, which take a stock, even if the Uairs can combo into rest.

Did this help? Please leave a review. Open to criticism. I did write this fast so they're might be some errors, but must info should be accurate. I hope you now realize that the grab game is actually pretty decent in my opinion!!!
Author
MisterDom
Views
502
First release
Last update
Rating
3.25 star(s) 4 ratings

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i am a very successful and experienced puff main and you got a lot of facts wrong like for example back throw is amazing since it leads to tons of things including back air forward air pound and tons of other moves it is by far her best one, because you know what your opponent is going to do. you also misjudged her other grabs as well and if you want a good guide try this one https://smashboards.com/guides/gotta-catch-them-all-a-jiggly-puff-guide.1101/
I really liked it, i didn't know that all of this was possible (well, except for the edgeguards). I think that this'll help me a lot in tournament :D
(Also i didn't understand something: Is any of this guaranteed?)
MisterDom
MisterDom
Thanks for the review! However, this is now a bit outdated, and though you might be able to space back airs if you back throw (which I used to do), none of it is actually guaranteed. When I wrote the guide, the options were a bit better with that current meta game, so now I just use throws for offstage pressure mainly, and a few combos here and there. Forward throw is not actually the best throw, and down throw I feel like doesn't feel as good as it once did, so now I would tie up and down throw. In the end, I would chanfe a lot of this, but other than follow ups, all this info should be correct. Follow ups I can still sometimes get at early percents, mainly because my opponent doesn't think Jigglypuff is quick enough for such speed for a somewhat quick combo, but at a higher level, don't depend on the throw game. Thanks for asking! :)
Puff's up throw has lots of options and great setups. Often times it can set up great strings, and put your opponent in a bad position. Often times at low percents an fthrow or dthrow doesn't have any reliable setups, and they get onstage before we even get out of throw endlag. Your downthrow analysis was good, but I think the ranking of your fthrow and b throw is swapped, because fthrow puts them at a higher angle, and has worse kb than bthrow. Nice job with a lot of the analysis, but some things were off.
MisterDom
MisterDom
Thanks for the review. These observations are of me playing other players, and not actually practicing for a long amount of time, even though I did a little bit. I wish I included combos out of the throws forore info. I also could've experimented with down throw more, but I think J did good :). I'll make more guides in the future!
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