Quintessential bottom tier even matchup right here.
Link takes the neutral in this matchup. Like Mr. Game and Watch, Jigglypuff has a very hard time getting close to Links who are adept at using his projectiles, zair, and tilts, though its DACUS does alleviate this slightly if Link is in the air (since it's punishable on shield). Its aerials do not have the range or priority to contest bombs or his tilts, and so Link can tack on quite a bit of damage early on; of course Jigglypuff hates characters like this due to the Pokémon's low endurance. Up close is a bit better for Jigglypuff since its crouch at this range enables it to avoid a lot of Link's moves, and it can punish Link rather easily at this range; up tilt is a good move Link has in this situation, though he should avoid becoming predictable with it. Killing is difficult to call because Link can pull off a lot of interesting stuff with his projectiles not to mention having the raw power advantage, but Jigglypuff can prove its worth when it gains the initiative. Offstage is similarly tricky: Link's projectiles make Jigglypuff's return to the stage less safe, and since it cannot grab ledges out of its jumps, Link can ledge trap pretty nicely with forward tilt. It will even outrange Sing, so Jigglypuff has to recover high and beware of Link's bombs, uair, utilt, and usmash. When Link is offstage, Jigglypuff's aerials eat him alive. Since Link barely has any spare time to try to attack mid-recovery, the ball can bait him to Spin Attack early and then fair him out again, or dair him out of Clawshot. Since Jigglypuff is floaty and has 4 midair jumps, it has a bit more time to calculate its return to the stage, aided by how dair, bair, nair, and fair beat out Gale Boomerang.
In summary, this boils down to 5/5 because Link wins in neutral and killing, a tie exists in damage racking, and Jigglypuff wins in edgeguarding and recovery.
Quintessential bottom tier even matchup right here.
Link takes the neutral in this matchup. Like Mr. Game and Watch, Jigglypuff has a very hard time getting close to Links who are adept at using his projectiles, zair, and tilts, though its DACUS does alleviate this slightly if Link is in the air (since it's punishable on shield). Its aerials do not have the range or priority to contest bombs or his tilts, and so Link can tack on quite a bit of damage early on; of course Jigglypuff hates characters like this due to the Pokémon's low endurance. Up close is a bit better for Jigglypuff since its crouch at this range enables it to avoid a lot of Link's moves, and it can punish Link rather easily at this range; up tilt is a good move Link has in this situation, though he should avoid becoming predictable with it. Killing is difficult to call because Link can pull off a lot of interesting stuff with his projectiles not to mention having the raw power advantage, but Jigglypuff can prove its worth when it gains the initiative. Offstage is similarly tricky: Link's projectiles make Jigglypuff's return to the stage less safe, and since it cannot grab ledges out of its jumps, Link can ledge trap pretty nicely with forward tilt. It will even outrange Sing, so Jigglypuff has to recover high and beware of Link's bombs, uair, utilt, and usmash. When Link is offstage, Jigglypuff's aerials eat him alive. Since Link barely has any spare time to try to attack mid-recovery, the ball can bait him to Spin Attack early and then fair him out again, or dair him out of Clawshot. Since Jigglypuff is floaty and has 4 midair jumps, it has a bit more time to calculate its return to the stage, aided by how dair, bair, nair, and fair beat out Gale Boomerang.
In summary, this boils down to 5/5 because Link wins in neutral and killing, a tie exists in damage racking, and Jigglypuff wins in edgeguarding and recovery.