Imagine landing an uptilt. But seriously now, great video and good work. Those are a lot of combos, options and information in only 3 minutes and a half
Here's the rundown on why landing dair sucks: So dair multihits have two different hitboxes; hitbox 0 that is on her feet and sends up and inwards, and hitbox 1 on her body that sends downwards. It's one of the rapid multihit moves that hasn't yet been changed to use autolink angles (pls puff balance team), so it relies on bouncing the opponent up and down to keep them in. Also note that knockback angles are relative to the side of the hitbox the opponent gets hit by, so "up and in" can easily mean "up and out" if they're hit by the back of her foot, which happens pretty often given the hitboxes are also quite small, and they can pop out in a weird direction, especially when you're moving fast. The opponent can also get hit by the same hitbox multiple times in a row which doesn't help. Popping out or going too far is one reason it can fail, but moving backwards with dair seems to help the consistency a bit. (1/2 because RUclips keeps deleting my post otherwise)
Seriously, thank you. No unnecessary intro, you get straight to the point, no annoying commentary, no "hit the bell and make sure to like" Thank you for being like this.
The landing dair rest one was upsetting me from the first time i saw it so a while back i did some testing. It upset me that I couldn't figure out wtf was going so I went to frame by frame with the trajectory guide for her dair and noticed that each hit send you "towards" puff and since puff is always drifting and there is space between the hits sometimes the character gets pushed away if they were too close to her and got one of the hitboxes pulling them back "towards" puff if they started to slide through her ending up making it so they are pushed away from puff and the rest. Also you have to land(FF or just get lucky with your timing) almost perfectly in between the hits to rest in time. Granted i never did test it thoroughly cause i was just so upset about how wonky that dair was by that timei just sorta gave up but i'm fairly confident in what i found. TLDR: they have to be getting pulled into puff on the hit before landing and she has to land almost immediately after connecting the dair to rest them.
All this for it to get patched and now it’s 100% guaranteed, also the reason it didn’t work half the time is because d-air has 2 hitboxes, if the bottom one was the last hit it wouldn’t work if the top hitbox hit last it would work.
For the highest chance of grounded dair to Rest working, mash down on the stick to fastfall asap and only go for it if you started the dair after falling, not if you are still rising from your jump
Thanks, Captain L I hope you remember me from UBC. I was the guy asking about advice on my puff a while back. BTW nice vid as there aren't that many detailed resources on her combos out there.
one thing I've found out is that on a heavyweight, Jigglypuff can DI left and right again and again doing nair or fair over and over to keep the opponent from doing absolutely anything until you whiff an attack
Does crossup landing strong fair not combo into UTilt? Don't have an arduino or whatever, so my testing is gonna be inconsistent at best because fug training mode, but it registers as true on Bowser at 0%, so I'd expect it to at least work on the lighter characters.
Using dair can require a bit of finesse to get it to send the right way and combo properly, but also note that dair doesn't cause tumble until he points it out, which means they can't DI and makes it a lot more consistent
Middle of stage: not true. Down throw jump forward forward Air follow the opponent side special follow opponent with a jump forward Air follow opponent rest. Can be useful when you at 2 Stock and is at High procent when you opponent is on 1 at 0 procent. Deals 75.5 + flower damage
Found myself pausing constantly to read the on screen notes. This wouldn't be a problem for some people, as I assume Puffs will be watching using portions of the video at a time to practice combos, so they will be pausing anyway, but to a Pika main like me who just enjoys ur content in general it was a bit of a hindrance to pacing, which is unfortunate bc I rly like ur music choice 🙂 That being said, I can't actually think of a practical fix to this so prob not a big issue. Keep up the creation man.
yeah I tried to balance the empty time left for reading with keeping a good pace. You're right I was probably just a little bit on the short side for how long some of the notes were
The strong hitbox is closer to her body, so it's like a Roy noodle. But also the hitbox IDs orders the weak one first which makes collision prioritize it, so to hit it you have to also avoid hitting the weaker hitbox. The way it is now, it's more like "hey I got the good hitbox and it magically killed"
I got destroyed by a Jigs yesterday...welp he did have a few million more gsp than me and was overall better than anyone I had faced online ever though.
I hate Da Jigg. Not fun to play, lame to watch, rest has the cheesiest confirms around- people that play her are massive wind up merchants and have no friends.
Jigglypuff was my main since the game came out, but this is why I stopped playing her. Everything is: "AMAZING SUPER COMBO...but it doesn't works if the opponent does this or that". Very inconsistent combo game where you have a move that leaves you open for 5 seconds.
Hachi! They still decreased the endlag on whiff. So there's no reason to complain, it's actually quite fast compared to other games. And the whole point is that Rest is high risk, high reward. That's how the move is supposed to work. If you don't want to die, don't miss
@@salj.5459 You are not getting my point. I like the fact that it is high risk high reward, but a move that is like that should not have the combos that lead into it being very inconscistent. Its like high risk high reward but based on luck, rather than skill.
Thanks, Captain L I hope you remember me from UBC. I was the guy asking about advice on my puff a while back. BTW nice vid as there aren't that many detailed resources on her combos out there.
Thanks, Captain L I hope you remember me from UBC. I was the guy asking about advice on my puff a while back. BTW nice vid as there aren't that many detailed resources on her combos out there.
oh since I didn't make this explicit in the video, I have R set to special, for those following the inputs
Captain L I run jump as rt so same same but different. Best combo video ty if u have time for long video u would help lots of ppl
Captain L this is something that I can do with Jigglypuff as I could, but can you still keep on doing the same attack all the time?
Kacie Remata what??
@@Dewabarasunderan trust me I can do better attack with Jigglypuff than anyone else does. Especially can try than Captain L.
You use the GameCube controller. I consider you as subhuman trash
Dude, you deliver so much quality content, much more than almost anyone else. You consistently put out useful gold. Thanks, man.
Legit.
Imagine landing an uptilt. But seriously now, great video and good work. Those are a lot of combos, options and information in only 3 minutes and a half
ya up tilt is usually the option out of sing
Hi puff it’s me puff
fast fall upair to rest is a better follow up for sing imo
@@CaptainL I can sing good like Jigglypuff.
landing dair can lead to up tilt
Patch 6.00
Jigglybuff: Allow me to Introduce myself
"Works on: Pichu"
*O U C H .*
That aside, excellent content as usual! Both informative and entertaining.
Here's the rundown on why landing dair sucks:
So dair multihits have two different hitboxes; hitbox 0 that is on her feet and sends up and inwards, and hitbox 1 on her body that sends downwards. It's one of the rapid multihit moves that hasn't yet been changed to use autolink angles (pls puff balance team), so it relies on bouncing the opponent up and down to keep them in. Also note that knockback angles are relative to the side of the hitbox the opponent gets hit by, so "up and in" can easily mean "up and out" if they're hit by the back of her foot, which happens pretty often given the hitboxes are also quite small, and they can pop out in a weird direction, especially when you're moving fast. The opponent can also get hit by the same hitbox multiple times in a row which doesn't help. Popping out or going too far is one reason it can fail, but moving backwards with dair seems to help the consistency a bit.
(1/2 because RUclips keeps deleting my post otherwise)
@Papa Smurf There is no consistent setup; it might as well be
Seriously, thank you. No unnecessary intro, you get straight to the point, no annoying commentary, no "hit the bell and make sure to like" Thank you for being like this.
I really sympathize your "I don't understand why this sometimes works" in Dair to rest
The landing dair rest one was upsetting me from the first time i saw it so a while back i did some testing. It upset me that I couldn't figure out wtf was going so I went to frame by frame with the trajectory guide for her dair and noticed that each hit send you "towards" puff and since puff is always drifting and there is space between the hits sometimes the character gets pushed away if they were too close to her and got one of the hitboxes pulling them back "towards" puff if they started to slide through her ending up making it so they are pushed away from puff and the rest. Also you have to land(FF or just get lucky with your timing) almost perfectly in between the hits to rest in time. Granted i never did test it thoroughly cause i was just so upset about how wonky that dair was by that timei just sorta gave up but i'm fairly confident in what i found.
TLDR: they have to be getting pulled into puff on the hit before landing and she has to land almost immediately after connecting the dair to rest them.
All this for it to get patched and now it’s 100% guaranteed, also the reason it didn’t work half the time is because d-air has 2 hitboxes, if the bottom one was the last hit it wouldn’t work if the top hitbox hit last it would work.
Y’all ever recover just to flex on little mac?
I play Luigi, whose recovery is honestly just a better Mac recovery. So umm... I guess?
By not even using a recovery 😂
Good shit, I didnt know Jigglypuff could do things in this game
jigglypuff is the best caracter jackass !
0:23 and 0:41 were slick as heck. Nice
I'm picking up Jiggs as my 2nd main. Really appreciate this video
In the jab section, you forgot to point out that jab 2 can cause opponents around 110% to tumble and create the opportunity to punish a missed tech
For the highest chance of grounded dair to Rest working, mash down on the stick to fastfall asap and only go for it if you started the dair after falling, not if you are still rising from your jump
Lesson learned: never roll behind Jigglypuff.
Thanks, Captain L I hope you remember me from UBC. I was the guy asking about advice on my puff a while back. BTW nice vid as there aren't that many detailed resources on her combos out there.
"Welcome to Walgreens"
*you what*
that's canon puff terminology
ah, i see
Good video. I hope this helps Puff getting higher in most tier lists.
Labbing MONSTER this man
one thing I've found out is that on a heavyweight, Jigglypuff can DI left and right again and again doing nair or fair over and over to keep the opponent from doing absolutely anything until you whiff an attack
I think the DAir into Rest combo works only if land before the final hit of DAir
*Hungrybox would like to know your location*
To give Captain L a huge pat on the back
Sal J. I'd do the same thing too!!
Nice I was looking for combo video for jigs
Another thing you dont go over, forward tilt will also jab lock and do 4 times as much damage
ftilt stops locking after low-mid percents so that's one thing, but yeah at earlier percents you can do ftilt-jab to get that extra bit
Does crossup landing strong fair not combo into UTilt?
Don't have an arduino or whatever, so my testing is gonna be inconsistent at best because fug training mode, but it registers as true on Bowser at 0%, so I'd expect it to at least work on the lighter characters.
Great vid but the font and color for the text was kinda hard on the eyes imo
The high Dair to rest needs all of the hits of Dair to hit for it to work. When a hit of Dair hit fox’s shield it never worked.
no
dork yeah, still wasn’t sure
wait, is the combo on DK near the start true? i’ve been trying in it training for nearly a half hour and it doesn’t seem true.
Using dair can require a bit of finesse to get it to send the right way and combo properly, but also note that dair doesn't cause tumble until he points it out, which means they can't DI and makes it a lot more consistent
How do i stop accidentally using neutral b instead of rest when i try to do the falling upair rest combo lol
I wonder what the hit box looks like for rest
Jab to rest can work perfectly on large characters
It's still pretty risky tho
2:09 the jabs were on time with the beat lol
Middle of stage: not true. Down throw jump forward forward Air follow the opponent side special follow opponent with a jump forward Air follow opponent rest. Can be useful when you at 2 Stock and is at High procent when you opponent is on 1 at 0 procent. Deals 75.5 + flower damage
Puff can lift her enemies in the air and drop them to their death
Dair to rest seems inconsistent due to the drag down pushing enemies out or in sometimes
Maybe it's a frame cancel dair
Y'know the land-on-freezeframe technique?
That was removed. Ultimate added a lot of hitlag and it's impossible unless in heavy smash
Based on your exact wording they didn't remove it, but they nerfed it
Can you explain more?
Non Johns It's essentially removed in normal gameplay. They specifically changed moves so it's impossible.
I wonder what all Jigglypuff can crouch under
yeah jigglypuff dair to rest is easy to preform now
Found myself pausing constantly to read the on screen notes. This wouldn't be a problem for some people, as I assume Puffs will be watching using portions of the video at a time to practice combos, so they will be pausing anyway, but to a Pika main like me who just enjoys ur content in general it was a bit of a hindrance to pacing, which is unfortunate bc I rly like ur music choice 🙂 That being said, I can't actually think of a practical fix to this so prob not a big issue. Keep up the creation man.
yeah I tried to balance the empty time left for reading with keeping a good pace. You're right I was probably just a little bit on the short side for how long some of the notes were
Captain L
Can you release a video on how to deal with Pichu's thunder jolts I actually have no idea what to do about it. (I main Pikachu)
Pick Ness
This video should be titled "Puff has a 0- death!"
yeah honestly that would've made it do a lot better
@@CaptainL you should rename the vid cuz Yknow, views.
I hope it'll give new hopes to hungrybox..!
Dair to rest is something really wierd.
Imagine hitting uptilt in neutral
It's really easy wym
YES! PUFF STUFF! YES!
Good combos but you cant call this a tutorial no matter how mutch you try
How do you do first one
How do you get the cpu to spam shield?
Issa arduino
go puff!
Welcome to Walgreens
nice vid :D (im still dreaming for the og pikachu combo vid ;_;)
Great video!
This is what I like to see
Wait, bair has a weak hit and a strong hit?
The strong hitbox is closer to her body, so it's like a Roy noodle. But also the hitbox IDs orders the weak one first which makes collision prioritize it, so to hit it you have to also avoid hitting the weaker hitbox. The way it is now, it's more like "hey I got the good hitbox and it magically killed"
dork Damn, that sucks
i wish i had a gamecube controller so it can be a lil easier
I got destroyed by a Jigs yesterday...welp he did have a few million more gsp than me and was overall better than anyone I had faced online ever though.
I hate Da Jigg. Not fun to play, lame to watch, rest has the cheesiest confirms around- people that play her are massive wind up merchants and have no friends.
Al Squeezy Wrong, wrong, wrong, and wrong. You sound like a scrub Melee player.
Jigglypuff was my main since the game came out, but this is why I stopped playing her. Everything is: "AMAZING SUPER COMBO...but it doesn't works if the opponent does this or that". Very inconsistent combo game where you have a move that leaves you open for 5 seconds.
Just go for the simple consistent stuff like up air rest, that combo is basically a kill confirm
5 seconds? Rest got massive buffs to it's endlag my guy.
@@salj.5459 The buffs really helps her when she lands it, but when she misses she Is dead no matter what, so i would say that my point stands
Hachi! They still decreased the endlag on whiff. So there's no reason to complain, it's actually quite fast compared to other games. And the whole point is that Rest is high risk, high reward. That's how the move is supposed to work. If you don't want to die, don't miss
@@salj.5459 You are not getting my point. I like the fact that it is high risk high reward, but a move that is like that should not have the combos that lead into it being very inconscistent. Its like high risk high reward but based on luck, rather than skill.
Jab combo no longer works
I got homework to do..
Thanks it helps a lot
Bless you.
Thank you
What’s a di?
Very usefull, thx
Tldr; use dair more.
Woah Nicsu
Just watch Hbox lol
Yo someone DM HBox lol.
What the fuck
Hi
hello!
Captain L nice video keep it up!
Thanks, Captain L I hope you remember me from UBC. I was the guy asking about advice on my puff a while back. BTW nice vid as there aren't that many detailed resources on her combos out there.
Thanks, Captain L I hope you remember me from UBC. I was the guy asking about advice on my puff a while back. BTW nice vid as there aren't that many detailed resources on her combos out there.