Matchup Summary (Win Condition and Game Plan)
Jigglypuff can slip in from diagonal angles with multiple jumps and strong air drift, but Simon can shut down the ground approach lanes with range and projectiles.
The plan is not to brawl head-on; instead, read Puff’s landing and meet it with Up Tilt, Up B, and Up Air before converting the air movement into a ledge trap.
Puff’s Neutral Air, Forward Air, and Back Air are hard to punish on shield in place, so holding shield alone tends to let Puff swap positions.
Do not over-prioritize avoiding Rest and retreat forever; forcing Puff’s landings and ledge choices is what makes the stock come early.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Simon 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
- After seeing Jigglypuff’s multiple jumps, shift the landing point with Axe, Cross, and Holy Water so the diagonal entry comes in late.
- Do not chase Neutral Air, Forward Air, or Back Air in place; place Up Tilt, Up B, or Up Air where Puff has to land instead.
- Punish blocked Down Tilt, Dash Attack, Forward Smash, and Down Smash immediately with Up B or Grab to widen the stock gap while the risk is still small.
- At the ledge, do not overreach for edgeguards; take center back first and then force another ledge trap.
Actions to Avoid
- Being satisfied with just throwing Axe and Cross while losing track of Puff’s air routes.
- Fishing for in-place post-shield punishes on Neutral Air, Forward Air, or Back Air from a range that will never reach.
- Drifting too close in Rest range and giving Puff a huge punish window on a whiff.
- Turtling too hard at the ledge and getting carried out by Pound or chained aerials.