On that note, let's talk about jigglypuff. The characters I lost to at TBH5 were jigglypuff and ICs. I think I know what went wrong against the ICs, so I'll leave that for another time.
The things I look to do against jigglypuff are:
- Crouch cancel (honestly, this should be used in all matchups - also this is usually the answer to that up-tilt getting you)
- Abuse vertical mobility
- Abuse projectiles
- Don't grab or up-b unless it is guaranteed (usually if they f-smashed your shield or something)
- Be patient (basically the case in all matchups, just it is easier to be impatient against a character like jigglypuff / you have to be more patient)
My issues are:
- What stages to counterpick
- What to do when jigglypuff is at 120+ damage
Stages:
Yoshi's - I believe it is the best stage. Easier time killing, recovery is strong on the stage, platforms help with vertical mobility.
Fountain - Might be second best stage, but it's probably not terrible favoured either way. I like that it has good walls for tether recoveries and the platforms allow for vertical mobility abuse as well.
Battlefield - I think it is not a bad stage, but the weakened tether recoveries can hurt at times. It makes you really vulnerable to edge guards. Otherwise, it is a good stage for the matchup.
FD - I tend to dislike this stage, but it actually might be good in the matchup - despite the lack of platforms. I think you can starve puff's jumps better on this stage and it makes your projectiles really annoying for puff.
Dreamland - ban 100% of the time. By the time your moves will kill, you can't combo into them off of bombs any more.
Stadium - I thought it was good, but I find myself not landing up-ward kill moves as often as I would like. I don't think I will counterpick here any more - preferring yoshi's or fountain (maybe FD in the future if it proves to be good - I need to test that out).
What does everyone else think of the stages against puff?
On the second point, I don't know what to do when puff is a decent chunk over 100 damage. You can't guarantee bomb -> anything any more because puff flies too high. You basically have no combo to kill them (unless you get a grab which is just not something you can rely on in this matchup). I know you can often kill puff before this happens, but what about when it happens? I usually end up just racking up damage with projectiles until they're at around 150% and then try to land a raw, strong-hit nair. It just leaves me vulnerable for a long time where I can't combo anything and must land this nair.
Also does anyone know what to do off of a missed rest? I usually just do a strong-hit dair for the 22 damage. Maybe I should grab -> d-throw -> up-air or something. I think that might do like 1 or 2 more damage lol, but it also might leave me in a better spot.
We're like opposite on stages lol.
The thing I need most against nearly every Jigglypuff I've played against is space. To that end, I usually strike to Dreamland, Battlefield, or FD.
Here's my stage-by-stage breakdown:
Yoshi's- it severely limits your ability to run around and platform camp her, but she dies SUPER early and it's the best stage for recovering on.
FoD - I ban this every time. She dies later on here than any stage except for Dreamland and you don't have much room to move around, not to mention the platforms ditching you sometimes. I could experiment more but I usually don't screw with this stage.
Dreamland - Take me here you floating eyeballs, I dare you! Or more accurately, I'll dair you... bombs still combo into uair [I thought?], but I think dthrow dair works at death percents. It's hard to grab or spin attack a smart puff, but it can happen, and you have a ton of space to work and the ability to vertically camp her here better than anywhere else. Moving up and down on this stage is very important, and if you're not willing to do that, ban this stage over FoD.
Battlefield: Weakened tether hurts, but the stage offers consistent platforms, decent space, and not-too-big blastzones. I like this stage as well.
Pokémon: Usually my counterpick due to a lot of area to work and a low ceiling, but the lack of a top platform to run around on hurts somewhat. Still overall solid.
FD: This stage is really weird, because you can't go vertically at all, but if Puff is air camping you, it's marginally easier to get her when she is landing. I think it's workable but if you can shield drop nair/uair as a consistent punish on her aerials on shield, it might be best to avoid this stage [since then your shield is worse here].
As for bomb combos, I THOUGHT aerial bomb -> double jump uair worked [it avoids the jumpsquat issue] but I'm not saying it does, and after that it really is sticky.
I'm pretty sure our optimal rest punish that doesn't involve phantom hits is either metoer smash dtilt -> dair [test this, but the meteor hit has amazing stun and very low KB, so that she can't CC it but she isn't popped up too high], or else pull bomb -> throw boomerang behind her -> jump over her and throw bomb upwards -> fsmash1 -> boomerang stops her movement and bomb adds damage -> fsmash2. You can also do it without bomb or without boomerang, because doing this is not easy [and I haven't nailed down even just using boomerang, never mind boomerang and bomb]. If this whole thing connects, it's a LOT of percent though [I'd estimate around 40%].
Incidentally, the second hit of fsmash is independent of charge - go to training and test it if you don't believe me, but it always does 18% [or at least the tip does... I think there's a sweetspot that does 20%]. It doesn't seem to do extra KB either [killed Fox at the right edge of Yoshi's (in teetering animtation) at 69% but not 68%, fully charged or uncharged, in training mode].
EDIT: Reread thread, most of it is redundant... but do you have anything on meteor dtilt to dair? My memory card is missing ;_; so I don't have access to Jigglypuff right now.