12-
Jigglypuff

Last Updated:
February 4th, 2021

Notes on the Young Link vs Jigglypuff MU

Attributes

Air Acceleration: 0.13 (#1)

Air Speed: 1.332 (#2)

Fall Speed: 0.98/1.568 (#88)

Dash Speed: 1.65 (#81)

Run Speed: 1.271 (#86)

Walk Speed: 0.735 (#86)

Weight: 68 (#87)

Wall Jump: No

Wall Cling: No

Crawl: No

Jumps: 6

Win Conditions

Jigglypuff's Win Conditions:
Play in the deadzone/blindspot. Weave around projectiles/clank with them to gain positional/hit advantage. Win in close quarters combat interactions. Gimp/capitalize on edgeguards.

Young Link’s Win Conditions:
Rack up chip damage through projectiles and zoning. Use disjointed moves to win close quarters combat interactions/shield pressure. Use positional pressure to trap landings. Pressure in close quarters combat/boxing outside of her burst range.

Out of Shield

*Note: Jigglypuff's air acceleration is the best in the game, and her air speed is the second best. As a result, her aerials can be used to cross up and drift away without repercussion, causing her aerials to become even safer. It is generally unwise to attempt a punish from a well-spaced aerial from her.

Jab1 (7):
NAir (Frame 7)

Jab2 (-10):
NAir (Frame 7)
GSA (Frame 9)

FTilt (-7):
NAir (Frame 7)

UTilt (-6):
Unpunishable
(Safe on shield)

DTilt (-10):
NAir (Frame 7)
GSA (Frame 9)

Dash Attack (-23):
USmash (Frame 10)
DSmash (Frame 20)

FSmash (-22):
USmash (Frame 10)
DSmash (Frame 20)

USmash (-19):
GSA (Frame 9)
USmash (Frame 10)

DSmash (-26):
FSmash (Frame 26)

NAir (-5/-6):
Unpunishable
(Safe on shield)

FAir (-5/-6):
Unpunishable
(Safe on shield)

BAir (-6):
Unpunishable
(Safe on shield)

UAir (-5):
Unpunishable
(Safe on shield)

DAir (-13):
NAir (Frame 7)
GSA (Frame 9)

Rollout (--):
Unpunishable
(Crosses up)

Pound (-11):
Shield Breaker

Sing:
--

Rest (-166):
Literally pick a move

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.

  • Neutral Moves: Aerials, Tilts


  • Kill Moves: Smash Attacks, Rest, Dash Attack, BAir


  • Kill Confirms: DAir/Pound/Falling UAir/Soft FAir /UTilt > Rest, Pound > FAir > Rest


  • Make heavy use of projectiles to camp and deal with Jigglypuff safely. Zoning is our main game plan vs her, alongside close quarters combat with moves like Jab, NAir, DTilt, FAir, UTilt, ZAir.


  • Jigglypuff is a character that is far more mobile in the air rather on the ground. Since she keeps jumping, she has to keep landing. She’s extremely mobile in the air and can shift left and right across the stage quickly. Forcing her higher into the air means she needs more time to land.


  • Remember, zoning is a neutral tool and has its limits. Know when to hold stage control and play close quarters combat.


  • Boomerang can be clanked with when it's directly thrown at her, but is best used to constrict air space/catch the end of a move. Jigglypuff moves fast in the air, so be wary of the space she can go in the length of one Boomerang.


  • Bomb opens up more footsies options (ZAC NAir, etc.), but the cost of pulling one is high vs a character like Jigglypuff, who can short hop across a third of the stage in that time.


  • Fire Arrow can be used at short hop height to catch rising aerials.


  • Mix up where you throw projectiles, adapting to how Jigglypuff avoids them.


  • Projectiles won’t be safe up close. Be wary that her FAir, Pound, BAir, and NAir clank with projectiles.


  • Jigglypuff can aim for a blindspot above Young Link’s head/short hop height. At this height, Fire Arrow will whiff and Boomerang can be clanked. UTilt can hit Puff approaching from this angle.


  • FAir is good to catch Jigglypuff in the air, and can kill. It works as a disjointed move in the MU because although small, it can outspace any of Jigglypuff’s moves.


  • Pound does a lot of shield damage, combos into Rest, and has a late hit, which still occurs after hitting a projectile. Be careful when shielding.

Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Boxing

(How do I escape this situation?):


  • Don’t burn your double jump in mid-air, Jigglypuff can drag the opponent offstage and then win trades on edgeguards.


  • Using disjointed moves as aggressive reads such as FTilt, UTilt, and FAir are best since they’re disjointed.


  • Using a full hop above Jigglypuff is an option because she doesn’t reach as high vertically, but she can opt to catch landings.


Platform Pressure

(What tools do they have? How can we escape this pressure?):


  • In addition to her aerials, Jigglypuff can use Sing to tech chase on platforms, which leads directly to Rest confirms.


  • Jigglypuff can set up these tech chases with NAir and FAir.


  • If stuck in a tech situation here, time the tech option to best avoid Sing.


  • Get below the platforms when possible, it’s better to be below Jigglypuff.


Landing
(How do they cover it? What are my best options?):


  • DAir will kill Jigglypuff and outrange her aerial options. She can adapt to this by trapping landings.


  • Landing with an aerial usually means FAir to beat out other hitboxes.


  • Timing an air dodge is likely best. This is because NAir will only trade most of the time.


Offstage
(How Do I Escape This Position And What Do I Look Out For?):


  • Her FAir/NAir can beat ASA if it’s not spaced.


  • For both tether and ASA, you’ll need to mix up the timing and angle of it to get around FAir/NAir interrupting tether.


  • Jigglypuff can also take you directly under the stage, so avoid recovering low most of the time.


  • Be wary of her using NAir/BAir to stage spike.


Ledge:


  • Jigglypuff can hit ledge with DSmash and late hit of Pound (which can set up for edgeguards if you have not snapped ledge yet).


  • Jigglypuff will shift between roll distance and ledge and aim for edgeguard situations/resets.

Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:


  • Keep her in a zone with projectiles, holding stage control.


  • Pound stops her vertical momentum.


  • She can move quite far horizontally while in midair, so committing to a juggle--unless you’re really confident in a read--isn’t the best idea. Opt for positional pressure to trap her while avoiding aerials to keep her in the air.


  • Disjointed moves such as FAir, FTilt, and ZAir are key for catching Jigglypuff’s aggressive options out of the corner.


  • Use Boomerang to constrict airspace, throw up to cover full hops and above, and down to cover short hop height twice.


  • Remember she has 5 double jumps. Keep track of them.


  • Jigglypuff has the lowest fall speed in the game.


Offstage:


  • Edgeguard with FAir over NAir, as NAir can lose interactions with NAir/FAir.


  • Keep track of how many jumps she has, and keep gimping them to expend their jumps. Keep track of her in the air.


  • Hitting Jigglypuff with a Fire Arrow will reset her momentum, so going offstage and shooting one can help with gimping her.


  • Jigglypuff has multiple options from drop off jump, including: NAir, FAir, Pound, DAir, and UAir.


  • Z-Drop Bombs are really good for ledgetrapping Jigglypuff, since they will explode when in contact with one of Jigglypuff’s aerials.


Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: All

Animation Info: N/A

Note: Easy

Miscellaneous
Other Tips/General Notes, Move Kill Percents

  • Kill Throws: None


  • Sing goes through platforms above and below (except below YS platforms).


  • Sing will catch rolls (in tech chases for example). Roll away can be the only way to escape this sometimes.


  • Her out of shield options include Rest (Frame 5), NAir (Frame 9), Grab (Frame 10), FAir (Frame 11), and BAir (Frame 13).


  • Jigglypuff can crouch to dodge all rising aerials.


  • Rest kills Young Link on BF with no DI at 62%, middle platforms 52%, and top platform 42%.


  • Optimal Rest DI is just away in the corresponding direction (the side you get hit on).


  • Jigglypuff is instantly KO’d when her shield breaks.

Stages

  • Battlefield:
    Terrible. The worst stage in the MU. Impossible to hit Jigglypuff, Sing tech chases, edgeguards below the stage, and Jigglypuff floating between platforms is a hassle to deal with.


  • Final Destination:
    Good. Flat just like Kalos, so there are no platforms for Sing tech chases. Trapping landings is a stronger option in this MU.


  • Smashville:
    Terrible. Jigglypuff gets Sing tech chases, small blast zones, and easy edgeguards here. The platform being so large makes being under or above it disadvantageous, while it’s also half the stage length.


  • Town & City:
    Good. Same reasons as Kalos. Stay grounded during the first phase platforms, as Jigglypuff can maneuver around the Town platforms really well.


  • Lylat Cruise:
    Indifferent. Although this is a smaller stage, Jigglypuff doesn’t like being at ledge on this stage, and they can’t be as evasive here. Be wary of Sing platform tech chases.


  • Pokémon Stadium 2:
    Good. Lots of space for camping Jigglypuff, which is preferable, and platforms help in landing. Low downsides overall, being in the air in the center of the stage can lead to being tech chased on a platform.


  • Kalos Pokémon League:
    Great. The platforms help for recovering from offstage, and there’s plenty of space to run away. Space ASA offstage and DI up on moves that send offstage.


  • Yoshi’s Story:
    Bad. Jigglypuff can play extremely evasive here, making it hard to hit her with projectiles, and giving her easy openings. Overall more preferable to go to FD.

Sets & Resources