Jigglypuff vs Ice Climbers

Ice Climbers Matchup (Jigglypuff)

Jigglypuff vs Ice Climbers

In Jigglypuff vs Ice Climbers, the key is to avoid extended grounded scrambles against the synced pair, create separation from the air, and turn that split into edgeguards before they can regroup.

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Matchup Summary (Win Condition and Game Plan)

Jigglypuff can still punish a lot of the Climbers’ grounded pressure once it actually reaches shield. Jab 1-2, Forward Tilt, Down Tilt, Dash Attack, smash attacks, Down Air, Neutral B, Side B, and Down B all leave room for OOS Nair (9f), Grab (10f), OOS Dair (10f), OOS Fair (11f), OOS Uair (12f), or OOS Bair (13f).
The problem is that a straight grounded brawl against the synced pair is exactly what Jigglypuff does not want. When Popo and Nana are both active, one clean grab or trapped scramble can snowball far too hard against such a light character.
Jigglypuff should use air drift and extra jumps to move outside the hammer swing line, then hit one Climber first with Fair, Bair, or Pound to force a split. Once the pair is separated, the priority is not equal damage on both targets. It is to keep one of them offstage or away from the regroup and stretch that disadvantage as long as possible.
For kills, stable edgeguards and corner carry matter more than fishing for Rest. Jigglypuff wins by refusing the clean grouped close-range fight, then converting the split into repeated offstage pressure before the duo can stabilize.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldJigglypuff OOS Candidate MovesBarely Missed Moves
Jab 14-20(-15)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • Up Smash (+1)
Jab 24-21(-12)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (+1)
Forward Tilt9-14(-10)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (+1)
  • OOS Uair (+2)
  • OOS Bair (+3)
Up Tilt8/11/14/17/20/23/27-16(-7)
  • None
  • OOS Nair (+2)
  • Grab (+3)
  • OOS Dair (+3)
Down Tilt8-16(-10)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (+1)
  • OOS Uair (+2)
  • OOS Bair (+3)
Dash Attack9-24(-18)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • Up Smash (16f)
Forward Smash11-27(-22)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • Up Smash (16f)
Up Smash12-29(-24)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • Up Smash (16f)
  • Up B (+3)
Down Smash9/16-22/-17
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • Up Smash (16f)
Neutral Air6-4(+2)
  • None
Forward Air19-5(+3)
  • None
Back Air8-3(+0)
  • None
Up Air7-10(-3)
  • None
Down Air12-16(-12)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (+1)
Neutral B18/19-29(-24)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • Up Smash (16f)
  • Up B (+3)
Side B (1)10/14/18/23/28/34/40/51-21
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • Up Smash (16f)
Side B (2)10/13/15/18/21/24/28/32/37/42/49-24
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • Up Smash (16f)
  • Up B (+3)
Up B13
Down B16/21/26/31/36/41/46/51/56-22(-15)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Dair (10f)
  • OOS Fair (11f)
  • OOS Uair (12f)
  • OOS Bair (13f)
  • Up Smash (+1)
Grab8
Dash Grab10
Pivot Grab10

Win Condition Checklist

  • After blocking the Climbers’ Jab 1-2, Forward Tilt, Down Tilt, Dash Attack, smash attacks, Down Air, Neutral B, Side B, or Down B, punish with OOS Nair (9f), Grab (10f), OOS Dair (10f), OOS Fair (11f), OOS Uair (12f), or OOS Bair (13f).
  • Do not stay in long grounded scrambles against the synced pair. Use air drift and extra jumps to move outside their direct swing line first.
  • Once Jigglypuff gets a hit, prioritize separating Popo and Nana and keep one of them away from the regroup instead of spreading damage evenly.
  • Finish stocks through Bair, Fair, Pound, and edgeguards rather than forcing Rest when the stable offstage route is already available.

Actions to Avoid

  • Sitting in shield or grounded point-blank range long enough for the synced pair to start grab or desync pressure.
  • Chasing both Climbers equally and losing the advantage that comes from separation.
  • Overfishing for Rest and giving up safer air carry and edgeguard routes.
  • Letting the pair reset and regroup after finally pushing one of them offstage.

Reference Links

Related Pages