Monday, February 20, 2023

Low Tiers

 

  1. Bowser: He's super super slow, just don't approach and don't do unsafe stuff on shield. Watch out for his F tilt and don't shield on platforms. You can space right outside his range and he can't hit you because his JQ is bad and all his moves have slow start up. also space around his get up attack from ledge. Kirby: No real kill power besides up air, he has very bad air speed. Abuse his bad hitboxes and air speed by fadeaway bairing and camping. You can just hit him off stage and he dies. If he down throws you mash rest, and don't get kirbysided. If he gets your ability watch out for roll out to ledge and if he charges roll out camp platforms until its over. Zelda: Actually a tricky match up, you want to play extremely grounded and whiff punish everything Zelda does. Juggle her with up air if you get the chance and for edge guarding hold ledge and neutral get up kind of like how you would edge guard sheik. If you are in the air, visualize the sweet spot of her kick and avoid it. Abuse center stage also Ness: Outrange him with bair and be careful of getting back air. Just use your airmobility and hitboxes to stuff him. Once hes off stage call out his DJ, or wait outside his range and hit him out of PK thunder. Pichu: a bit tough, just play the platforms like you would Pikachu, hes difficult to edgeguard, but easier than pika and if you dont get hit by up smash you are good. Full hop bair his nair and avoid neutral b. He's super light so you can kill him super early, best you can do is guess where he is gonna go during up b, but like I said he dies early (stray back air kills at 100 and up air on bf kills at 100 on top plat) so it doesnt matter as much. You will win neutral way more often and wont die til ~100 from nair. If he goes for down b to try and kill you, punish it with rest if he misses.
    1. Roy: Roy suffers from not being able to kill you. Never touch the ground and you won't die since he has a lot of options to kill you if you are on the ground. Just camp like your life depends on it, Roy has to win two, maybe 3 times more neutral to take a stock, but he has four main ways to take stocks early. F smash, hilt down smash, side b, and charged neutral B (if you miss rest) you can cc all his aerials to a dumb percent, and his aerials are laggy and cant be AC like marths. He is also combo food because he falls faster than marth, but is also slightly lighter than him. You edge guard him just like marth, but you cant marth killer, his recovery is worse because he sinks like a rock even when he side b's. Just roll up and call out drop down fairs work just like how it would with marth. Don't get reverse up b'd, if you think you will, hold out and you won't die. Don't fight his CC Mewtwo: Mewtwo gets walled super hard because he doesn't have that much range besides tilts and his slow back air. Just be aware of being sharked by his down tilt, he gets shield poked super easily which you can up tilt. You can CC rest all his tilts and crouch under a misspaced jc grab. Edge guarding is kinda hard because if hes all the way out there then you can hit him, but it doesnt really matter bc you can shield poke drill up smash and kills early. Don't get grabbed at high percent because he has up throw which kills at like 85%. Up smash kills at 115% on BF Game and Watch: GNW is an interesting MU. Abuse his weak defense by drilling his bad shield, and play in safe spots where his fair won't beat or trade your bair. Try not to get grabbed because down throw nair kills super early and be careful of being sharked by his nair. His CC game is super good, space when he CC's because CC down tilt is super good. Edge guarding you can marth killer his up b, or you can go out there and hit him where if he up b's he will die. Up smash kills at 105 on BF
    2. Young Link: Pain in the butt. What you wanna do is adapt to how Young Link is throwing his bombs and boomerang and close in on him since he you can punish him if he tries to pull any bombs or throws boomerang. Use your air mobility and weave around and find a way in and hit him. Getting hit by the bombs suck bc they do a lot of damage and converts into kills. getting hit by boomerang doesn't hurt as much but is a pain in the ass if you don't see it come back and hit you. When you get him off stage, if he goes low drop down fair him, when he hook shots to the stage react and drop and fair him. You can go out and hit him if he cant hookshot and up b'ing will kill him. When you are on the ground you want to light shield projectiles. I see Hbox juggle YL with up airs a lot so I think thats good but if you are too slow you will get dair'd. Link: Pretty much same as Young Link except he gets combo so much more and watch out for early up b kills. He sucks oos so take advantage of it. His recovery is a bit better due to bombs and a longer hookshot. Donkey Kong Main goal is to just kill him since he is almost impossible to edge guard and lives til like 150 if you don't rest. Up tilt works really well since his shield sucks, pound rest works alot of the time, up air rest works forever since he falls fast and is heavy, and nair rest works since hes so big. Don't land on top of him or else he will up b you. When he grabs you hold down and away, but when he goes into cargo hold out and mash jump. If he is facing away from you, hold down and low profile his bairs and shield his down airs. If he shields then you sh fadeaway back air. When he is facing towards you spam full hop back air, he can't do anything. When he shields you can poke his hair with nair. Mario: Don't get hit by F smash, and just out space him with back airs. When hes off stage hit him during his cape or down b. Dodge his fireballs. 100x easier than doc.


Sunday, January 22, 2023

Risk vs Reward (Puff Neutral Concepts 2/3)

 Jigglypuff has the best risk reward in the game. Not only because she has an O-KO move, but she can often choose which situations to engage in and exploit the best ones with the best risk reward and the ones where she is winning a lot of the time.

Risk vs Reward can be applied to every situation in the game and thinking about it before every neutral interaction is important. The risk and reward changes based on % a lot due to rest, when shes at a percent where she won't die due to a miss rest. This allows Puff exploit certain spots where at high percents she would lose her stock. If she misses rest or your opponent hard calls out what your doing, but at low % you wont die and if you hit the rest you take a stock. Pretty much this turns a high risk, high reward option into a medium risk, very high reward (even higher because you will trade if you hit it at high percent)

Knowing what situations across all the match ups have a good risk reward is essential to playing the character. Against higher level opponents they will know before hand what these spots are, it is your job to adapt to how they try and avoid the situation or how they adapt back in those situations.

 This also can be used against your opponent when you are nearing death percent. People will often try and exploit Puffs big weakness in being super light. If you can make it harder by playing safe and patient you can try and make them over commit and go for an option that has a lot of risk involved that you can turn that into a stock.

 

 

 

Thank you for reading! Next part will be on choosing situations and exploiting winning/good situations :)

 

 



 



Friday, January 20, 2023

Bubble Theory (Puff Neutral Concepts 1/3)

 Bubble Theory, as stated by Hungrybox is: "Not looking at the game as two characters, but where two characters could be at any point, its all probability"

What he's saying is to look at the game as where you can be and most importantly where your opponent can be like a heat map or their "bubble" of where they can go. This heat map changes based on past interactions, character, and their currently position.

Bubble Theory is also a good way to learn how to space as knowing each characters threat range is a fundamental of having good spacing.

The next time you play your match, pay attention to the areas where your opponent is threatening and what position you need to be to punish what options they are doing inside that bubble.

 One good example of using bubble theory in common situations is using Puffs drift to go into Foxs threat bubble to bait out an approach like a nair and then drifting out of his bubble and whiff punishing him. You can apply this concept to a lot of characters and situations :) 



Analysis: JJTY7 vs Marth

 


0:02: You should of tried to contest for center instead of just letting Marth have it

0:04: When you ARE in the corner, you need to play more careful and find a way out taking minimal damage

0:14: This pound isnt going to hit pretty much anything, you should of set up corner pressure as soon he is in the corner.

0:19: Need to have your back faced and be ready to hit him off stage. And oof Di. Most the time marths will always throw away from the stage, you should of DI'd down and in

0:39: Idk if this was a error but you should of done the fair thing which I think you were going for

0:42: Need to have your back faced at all times

0:44: Bad Landing, never land above marth because you will get hit by a nair or up tilt

1:00 if Marth is below the stage just do the flowchart edge guard, unless he is doing obvious side bs and you can snipe him

1:07: oof, gotta get to ledge big sadge :(

1:16: Bad approach, your pretty much banking Marth jumps into your bair, as well it was an obvious drift in. You should of just got on the side platform and poked with bair or punished them trying to attack you on the platform.

1:21: Even tho you didnt get punished hard, when you get hit you need to look for a good place to reset neutral instead of looking like a chicken with its head cutoff haha

1:23: Notice you are getting hit by nair alot. Marths AC nair you can: Crouch under, dash attack, or I'm pretty sure you can space around it and bair when the last hitbox goes away.

1:25: This drift in fair is really bad even if you dont get hard punished here.

1:44: lmfao what is this neutral hahaha.

1:45: I probs would of tried to do get ledge or go down with a fair facing the stage. But most likely I feel like it misses but down this big I dont feel like its that bad of an option to get the edge guard.

1:55: Ok I know it isnt accidental. Nair is not good vs Marth edge guard, you really wanna use fair in that situation

2:06: My heart cries every time you give up center stage. This could of been an easy stock taking situation, you hit one bair and you catch them jumping or dashing in? Ez stock.

2:18: F throw is ok, but I would of gone for down throw or up throw.

2:35: :( dont give up your stage positioning so easily.

2:44: Ok this worked some how but in the future just grab ledge and do the flow chart.

2:50: Mentioned it before at 2:06

3:06: Dont pound at ledge.

3:09: Dont land next to Marth like I mentioned before, think a tipper up tilt would of killed.

3:21: easy opportunity to grab ledge and I am pretty sure you could of drop ledge fair and won the game?

3:28: Be more careful in the corner.

Cliffnotes:

Overall you need to use Puffs grounded movement to threaten crouching under rest and CC is very good. Shield is good vs swingy marths but becareful of being grabbed.
You need to get better on not letting marth out the corner easily.
Dash attack and F smash are good in this mu to catch marth AC aerials and dash ins.
WD in back air is also a good burst option in this mu :3
Learn to be safer in disadvantage or you are gonna die at like 70%, examples being when you are in the corner or coming down.

Thursday, January 19, 2023

Welcome to my Blog!

 Hello! My tag is Lunes and this is my blog! This will just be an info dump and analysis content about SSBM Jigglypuff.

 Let me know what you want to see! Feel free to ask me anything!

I have wins on: Mekk, Mad Tyro, Eggy, Flipsy, Midnight Blue so I think I am qualified enough to talk :)

Discord: Lunes#0039. I offer free vod review and I answer questions :3



Low Tiers

  Bowser : He's super super slow, just don't approach and don't do unsafe stuff on shield. Watch out for his F tilt and don'...