Matchup Summary (Win Condition and Game Plan)
This matchup is defined by how much air time Charizard gives Jigglypuff. Charizard’s raw power and anti-airs punish Puff’s light weight extremely well, but once Charizard starts chasing too high or too far offstage, Puff’s multiple jumps and edgeguarding can flip the matchup flow immediately. The win condition is to stay grounded, use Flamethrower, up tilt, up smash, and forward air to narrow Puff’s low aerial lanes and landing spots, then cash out once she is pushed to the ledge. Puff is light enough that one deep aerial, a failed Rest, or one overextension is already a major punish window. It is more stable to keep center stage and take the next landing trap than to overextend for extra combo damage. Offstage, do not become the pursuer for too long. Keep your jumps, force a narrow return with flame and ledge coverage, and do not give Puff a long edgeguard sequence against you.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Charizard OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -7 |
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| Jab 2 | 5 | -7 |
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| Forward Tilt | 7 | -7 |
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| Up Tilt | 9 | -6 |
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| Down Tilt | 10 | -10 |
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| Dash Attack | 5 | -22/-23 |
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| Forward Smash | 16 | -22 |
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| Up Smash | 16 | -18 |
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| Down Smash | 14 | -26 |
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| Neutral Air | 6 | -4/-6 |
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| Forward Air | 8 | -5/-6 |
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| Back Air | 10 | -3 |
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| Up Air | 9 | -5 |
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| Down Air | 7/10/13/16/19/22/25/28/31 | -13 |
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| Neutral B | 15+37… | ** | ||
| Side B | 13 | -11 |
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| Up B | 27/61/100 | — | ||
| Down B | 2 | -166 |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- You are staying grounded and using Flamethrower plus upward coverage to stop Puff’s low aerial entries
- When Puff overextends with down air, dash attack, side B, or a missed Rest, you are taking the full punish with up smash or Up B
- After landing a hit, you are not chasing too high in the air and are instead holding center for the next landing trap
- At the ledge, you are rotating flame, forward air, back air, and up smash so Puff does not get a free reset to center
- On your own recovery, you are keeping your jumps for later and varying the route so Puff cannot farm repeated edgeguard touches
Actions to Avoid
- Chasing Jigglypuff high in the air or too far offstage and giving her time to reverse the situation with extra jumps
- Abandoning grounded anti-air play and trying to contest everything with aerials alone
- Spamming Flare Blitz or other oversized swings just because Puff is light and getting carried to the ledge on block or whiff
- Burning your jumps too early on recovery and letting forward air and back air loop you away from the stage