Matchup Summary (Win Condition and Game Plan)
Roy can force his way into close range with high dash speed and extremely strong hilt hitboxes, then turn one Jab, Neutral Air, Forward Air, or Up Tilt opening into a full landing trap sequence against Puff’s very light body. If Jigglypuff waits on the ground or keeps escaping straight upward, she feeds exactly the kind of scramble Roy wants.
The answer is that Puff’s multiple jumps and air drift let her bend Roy’s entry angle before he reaches the sweet spot. She can re-enter from just outside the burst range with Fair, Bair, and Pound, and the table shows that Jab, Forward Tilt, Up Tilt, Dash Attack, every smash attack, Neutral B, and Side B all give real shield punishes through OOS Nair (9f), Grab (10f), or OOS Dair (10f), so every grounded commitment that actually stops on shield must cost Roy stage position.
By contrast, Neutral Air, Forward Air, Back Air, and Up Air are mostly too safe to challenge immediately after block, so forcing a button there usually loses to the next dash-in or juggle route. After stopping the safer aerials, it is more stable to hold the second jump, track the landing, and take the next touch instead of trying to win the exchange instantly.
For stocks, center-stage Rest guesses are lower value than dragging Roy offstage, then cutting away his jump, rising Blazer route, and ledge jump one layer at a time with Bair, Fair, and ledge coverage until the recovery finally breaks.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Jigglypuff OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 5 | -9/-12 |
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| Forward Tilt | 8 | -13/-16/-17 |
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| Up Tilt | 6 | -21/-25 |
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| Down Tilt | 7 | -3/-7 |
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| Dash Attack | 13 | -17/-21 |
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| Forward Smash | 13 | -27/-29/-32 |
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| Up Smash | 12/15/17/19/22 | -29 |
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| Down Smash | 6/21 | -46/-49/-30/-33 |
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| Neutral Air | 6/15 | -6/-6/-5/-6 |
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| Forward Air | 10 | -4/-5 |
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| Back Air | 8 | -5/-6 |
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| Up Air | 5 | -4/-5 |
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| Down Air | 16 | -9/-10 |
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| Neutral B | 21-260 | -15 to Shieldbreak |
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| Side B | 9 | -26/-16(air) |
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| Up B | 9/11… | ** | ||
| Down B | 8 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Do not play a grounded waiting game in front of Roy. Use lateral air drift to make his burst angle miss first, then re-enter with Fair, Bair, or Pound from outside the hilt range.
- After blocking Jab, Forward Tilt, Up Tilt, Dash Attack, any smash attack, Neutral B, or Side B, punish immediately with OOS Nair (9f), Grab (10f), or OOS Dair (10f) so close-range pressure never resets for free.
- After blocking Neutral Air, Forward Air, Back Air, or Up Air, do not mash in place. Save the second jump, follow the landing path, and punish the next grounded swing or landing instead.
- Once Roy is offstage, do not settle for one hit. Cover the jump, the rising Up B route, the Side B drift mix, and the ledge jump in sequence until the stock is gone.
Actions to Avoid
- Standing still on the ground and letting Roy dash directly into the hilt range for Jab, Neutral Air, or Forward Air pressure.
- Swinging after every blocked Neutral Air, Forward Air, Back Air, or Up Air and getting whiff-punished into another close-range reset.
- Escaping only upward with jump or air dodge and feeding Roy’s Up Tilt and Up Air landing trap routes.
- Backing off after a single offstage hit and giving Roy enough room to rebuild his very linear recovery.