I still have nightmares about that UAir... And Luma is just free damage for Rosa. Even if it dies, 13 seconds isn't that long and Rosa doesn't even need it to be a hassle.
Never challenge the UAir. Just fade away. You should wait for Rosa to separate from Luma, or just straight up flame Luma. If she dash grabs or dash attacks, it's a good sign you're doing something right.
JayDeth said:
Shocked at the Luigi mention though. Is there just a really good Luigi in your area or something? I can't think of anything he can do that a Jigglypuff couldn't do better. Pound is such a good move.
One of my best friends main Luigi and I've been teaching him everything MrCC has been doing, as well as what I can remember from my matches against
Marvin. Luigi has a much better air to ground and ground to air game than Jiggs could ever hope to have, and it's thanks to the synergy he has between his cyclone, fireballs, dash grab, dthrow, fair, uair, dair, and insanely safe jab shield pressure. On top of that, Luigi's cyclone covers way more options than pound does both on the ground and in the air, at the top of FD and off-stage. Luigi's SHORYUKEN is less effective than Rest is at killing us at the expense of not making him a wet rag for a year, but it's still terrifying given all of Luigi's strengths. Luigi's recovery is not predictable thanks to how a low/high-altitude green missile and rising cyclone supplement his ridiculous vertical recovery. All of our low altitude off-stage options are stuffed by rising cyclone. This isn't to say that Jiggs isn't strong. Jiggs' bair alone has terrifying KB scaling and should keep her a threat through out the match, but her approach is much easier to deal with while we're grounded and DIing down and away during her fair or bair strings actually gives us a chance to escape.
Past Broadcast of yesterday's SmashStudios stream, featuring MrCC himself, doing matches against viewers and on For Glory.
Boss at S@X grand finals
JayDeth said:
As for Sonic, I just find him really annoying and frustrating. You have to approach him because you don't want him to sit back and charge up B moves and while you're doing that he can either run away easily and start the process over again or take advantage of any holes in Bowser's approach of which there are many.
You never have to approach Sanic unless you're a stock down or it's the last stock and he's got a percent lead. If he's charging up at max range, you have even more time to react than if he just ran at you from half way. If he runs away, that's free stage control (pick your spot and get ready to deal with the next approach). As for our approach, don't dash towards Sanic at close range unless you know you're gonna get something out of it, don't shield pre-emptively (wait for him to spin first), and aerial klaw or flame if he's showing too much respect. His options to punish our approach are limited drastically in this manner, and should never lead into a KO unless something goes horribly wrong for us. Yeah, it's gonna be hard to react to everything when you're new to the matchup, but your timing and punishes will get sharper before long because, unlike most of the characters we've listed, Sanic leaves decent openings after rushing in. Combine that with his atrocious air to ground options and we have what I think is a fairly even matchup. Oh, his recovery sometimes doesn't sweet spot, so you're free to make of that what you will. Generally, fire is free damage vs. his recovery. Low risk, low reward.
JayDeth said:
I don't know. I haven't even touched Smash in about a month unfortunately, so feel free to take my opinions with all the salt you want.
We're in it for the long haul. No rush. Like your response to Charizard's grab range (which isn't too different from ours, it's just that he tucks his body into his shield, making it seem longer than usual), it's just a lot of cross-referencing. Any differing experiences should be noted in case someone has time to test the outcomes of different decisions.