10-12-2009, 04:15 AM
10-12-2009, 05:08 AM
Rojerton, I may have to continue to use them. Does Jiggly Puff still have the sing ability? That was allways useful when being ganked, or to get a foe who was in mid air 

10-12-2009, 05:20 AM
Sing ability is awful. People recover from it sooner than Jiggily stops singing, making it entirely useless.
The best thing about Jiggily is that her forward and backward airs have a powerful knockback, and her DreamEater ability can normally KO heavier characters with as little as 45 damage on them.
The best thing about Jiggily is that her forward and backward airs have a powerful knockback, and her DreamEater ability can normally KO heavier characters with as little as 45 damage on them.
10-12-2009, 07:21 AM
It used to be mildly funny to use.. I may not get it for a bit yet. Wanting the Wii means I lose my best tv, just to keep her from nagging at me..
10-12-2009, 04:54 PM
(10-12-2009 05:20 AM)rojerton Wrote: [ -> ]Sing ability is awful. People recover from it sooner than Jiggily stops singing, making it entirely useless.
The best thing about Jiggily is that her forward and backward airs have a powerful knockback, and her DreamEater ability can normally KO heavier characters with as little as 45 damage on them.
Sing can be useful if you manage to use it right. Someone trying to get back onto the stage? Sing at them and they'll fall too far before they wake up to recover.
Jigglypuff is awesome at punch-pushing people off to their deaths, kirby as well. Just boot them off the stage and keep air-kicking them until they die from goign to far to the right. After that just puff yourself back onto the stage.
Also Roll-out can be incredibly annoying to deal with, though I use marth when fighting jiggypuff so I just counter it.
10-12-2009, 06:29 PM
Even if you sing when someone is in mid-air while you're edge camping, even if they somehow manage to almost get there, but don't bother using an attack to get back on (anyone's up-special, except Yoshi), people can still manage to wake up before falling off the bottom of the screen.
As for Marth's counter, it will very rarely give you decent results against anything but rollout.
It can't even stop Gannon's forward air.
As for Marth's counter, it will very rarely give you decent results against anything but rollout.
It can't even stop Gannon's forward air.
10-12-2009, 06:31 PM
Marths counter when used at the right time will stop any move that hits it except for a grab.
10-12-2009, 06:36 PM
Or any move that damages beyond Marth's reach, but is not a projectile.
For example, Pit's mega annoying bow spin.
Roy's fire brand.
Lucas's dash.
Plus, if you have a diagonal approach vector almost anything will make it through.
Ex, a nicely timed downward punch courtesy of Gannondorf.
For example, Pit's mega annoying bow spin.
Roy's fire brand.
Lucas's dash.
Plus, if you have a diagonal approach vector almost anything will make it through.
Ex, a nicely timed downward punch courtesy of Gannondorf.