Reliable Followups Out of Air Release

Situational Followups Out of Air Release

No or Lackluster Followups Out of Air Release

Proud to announce that after endless hours of labbing, the air release followups for all of the cast on Jigglypuff is finished! Here's said list:: Looks like the eternal understudy outdoes his brother. Luigi has kill confirms with back air and Cyclone, the latter being particularly deadly if done on the top platform of Battlefield or Dream Land.: Forward air is a kill confirm from every angle due to its sweeping hitbox.: Forward air and back air are kill confirms.: Can also do forward air and back air, but both don't kill until north of 100%. He's able to do up air if its on Smashville's moving platform.: Foward air and up air can be used. The former is a kill confirm near the ledge, the latter anywhere on stage but particularly deadly on BF/DL's platforms.: Fair, nair and bair can be used out of it. Nair and bair reliably kill at high percents.: Down air is a KO confirm.: Neutral air kills, up air kills on Smashville's platform.: Forward air is a kill confirm at the ledge, Fire if hit just right.: Air Slash is a KO confirm in either Smash or Jump mode.: Forward air and Spin Attack are kill confirms anywhere on the stage.: Bouncing Fish is a KO confirm from 90-100%, and is even more deadly with rage.: Hoooo boy Ganon has the most deadly followups out of all the characters I've labbed so far. Forward air, uair, and bair areguaranteed KO confirms, especially at the ledge. He also has the option of using Dark Dive, even if it doesn't kill reliably.: Forward air, back air, Spin Attack and neutral air are all KO confirms.: Neutral air, forward air, Charge Shot and back air are KO confirms.: Boost Kick is 100% guaranteed. You don't even have to move towards Jiggs to do it similar to Shulk with Air Slash whenever in Smash or Jump mode. She can also do Flip Kick out of air release when she's near a ledge and spike Jiggs.: Up air, forward air and neutral air are KO confirms. Down air is is a spike confirm when air release is done at the ledge.: Back air is a KO confirm. Forward air and Upperdash Arm are other followups.: Neutral air and up air are KO confirms, back air kills when done at the ledge. Forward air is a followup but it's not advised due to the move's low knockback.: Very same as Pit.: Tipper nair, bair and fair are KO confirms. Tippered Dolphin Slash and up smash are also KO confirms when done at the ledge or at the end of a platform.: Bair and fair are KO confirms. Up smash is a KO confirm when done at the ledge or at the end of a platform.: Sweetspotted fair, sweetspotted bair and Blazer are KO confirms.: Levin Sword forward air, back air and up air are KO confirms.: Dedede's back air is a KO confirm. Forward air is a followup but of little utility due to its low knockback onstage and even at the ledge.: Shuttle Loop is a fully guaranteed KO confirm, back air is a KO confirm above 100% and can even kill earlier if rage is factored in.: Back air is a KO confirm. Forward air and neutral air are also followups, but lack KO power.: Forward air is a KO confirm above 105%, particularly at the ledge. Back air deserves to be feared in every way. Down air can spike at the ledge, but this requires proper timing due to the move's startup.: Fly is a KO confirm, as is sweetspotted back air. Forward air is also another followup, up air can also be used but is tricky and needs strict timing.: Forward air is a KO confirm, back air is another followup out of release and can be easily improved in terms of knockback by rage.: Back air and Aura Sphere are KO confirms. Forward air is a followup that kills with enough Aura, up air is very situational due to its narrow hitbox.: Yey, a mirror match! Puff has a back air KO confirm on herself, and Rest can be used as a followup on air release as well if timed right on-point.: Forward air and Shadow Ball are KO confirms, as is up air when done on low-ceiling stages or on top of Battlefield/Dream Land. Back air is another followup that also benefits from when Mewtwo is in rage.: Back air is a KO confirm, neutral air and forward air don't kill but also can be used as followups.: Ooooh boy.. back air and up air are KO confirms, along with forward air and neutral air being followups with the latter being able to kill with rage. Down air is a situational spike at the ledge due to slow startup.: Sweetspotted fair is a KO confirm, sweetspotted back air spikes at the ledge, up air requires strict timing due to it's tiny hitbox.: You guys ain't gonna like this. Falcon's Knee and back air are KO confirms, up air is especially deadly on Battlefield/Dream Land's top platforms or any other stage with a low ceiling. Down air is a spike at the ledge, and if that doesn't hit the move's sourspot is capable of KOing Jiggs to the side blast zone.: Forward air and back are are KO confirms. Dr. Tornado kills at the ledge, and is very deadly on low ceiling stages or on Battlefield/Dream Land's top platforms.: Down air and back air are KO confirms north of 110%. Neutral air and forward air may also be used as followups but are weaker than the moves just mentioned.: Back air is a rather deadly kill confirm. Forward air is another followup out of air release.: Back air is a kill confirm (so many back airs as KO confirms, lmao), forward air is particularly deadly with Rage or at the ledge.: Back air, Tatsumaki Senpukyaku (when inputted), Shoryuken & True Shoryuken areguaranteed KO confirms. Forward air is a followup as well, and down air is a spike confirm at the ledge.: Oh dear... forward air has a spike confirm at the ledge, up air is a KO confirm on low-ceiling stages and on top of Battlefield/Dream Land, back air is a followupa s well. Finishing Touch is a KO confirm out of air release. Watch out for this. Seriously.: Helicopter Kick and Onslaught are KO confirms.: Back air is a KO confirm.: Back air and forward air are KO confirms, as is Hero's Spin.: Mario's finicky, he doesn't do air release unless near the edge of a stage or platform. When that's the case though, Super Jump Punch and up air can be used out of it. Neither really kill that well until north of 120%, so I would not worry.: The angle is just right for Zelda to perform her Lightning Kicks, but she's here due to the move's needed precision to hit it due to the small sweetspot it has.: Forward air is a followup, back air is very tricky to hit with due to its startup but kills. Puff falls out of up air before all three hits connect.: Puff falls out of Kirby's forward air, usually after the first or last hits. Nair is too weak as a followup, and bair only has the chance of its sourspot hitting limiting its utility. However, uncharged Hammer Flip is a KO confirm and especially deadly on top of Battlefield or Dream Land.: The specific properties of Olimar's grab (it having the Pikmin grab for him) require precision in order to initiate air release, usually right just near the ledge of the stage or just near the end of a platform. Despite this, Olimar's back air is a KO confirm.: Diddy can use fair, bair and uair out of it but there's so little reward in it that there's no point in doing so due to their low knockback onstage.: lol: Lucina's aerials and Dolphin Slash don't KO untilhigh percentages, making it pointless for her to perform an air release on Jiggs.: Forward air and back air are too weak to kill at any realistic percentages anywhere on the stage, Thunderspike at ledge issituational and not advised.: Villager's only real followups are fair, nair and bair, which aren't all that useful due to their low knockback.