Editing Jigglypuff (SSB)/Down aerial

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[[File:JigglypuffDAirSSB.gif|thumb|300px|Hitbox visualization of Jigglypuff's down aerial.]]
[[File:JigglypuffDAirLandingSSB.gif|thumb|200px|Hitbox visualization of Jigglypuff's down aerial when landing.]]
==Overview==
==Overview==
Jigglypuff performs a drill kick; spinning around while hitting opponents with its feet, then thrusts its feet downwards, launching opponents with weak set downwards knockback. The move consists of ten hits which each deal 3% damage for a total of 30% damage. Because of the move's set knockback, it has unimpressive edgeguarding potential compared to other [[meteor smash]]es although it can still be used for edgeguarding. This however gives the move very consistent combo potential when used on stage; being able to lead into almost all of Jigglypuff's ground moves; with an up tilt being useful at very low percents while an up smash or a [[Rest]] are effective followups at slightly higher percents. The move also has extremely low landing lag along with a landing hit with weak vertical knockback; resulting in the move still having excellent combo potential as well as being difficult to punish even if Jigglpuff does not [[Z-cancel]] the move. It is also Jigglypuff's fastest aerial; coming out on frame 4 and the move is also disjointed, having more range than the move's animation would suggest.  
Jigglypuff performs a drill kick; spinning around while hitting opponents with its feet, then thrusts its feet downwards, launching opponents with weak set downwards knockback. The move consists of ten hits which each deal 3% damage for a total of 30% damage. Because of the move's set knockback, it has unimpressive edgeguarding potential compared to other [[meteor smash]]es although it can still be used for edgeguarding. This however gives the move very consistent combo potential when used on stage; being able to lead into almost all of Jigglypuff's ground moves; with an up tilt being useful at very low percents while an up smash or a [[Rest]] are effective followups at slightly higher percents. The move also has extremely low landing lag along with a landing hit with weak vertical knockback; resulting in the move still having excellent combo potential as well as being difficult to punish even if Jigglpuff does not [[Z-cancel]] the move. It is also Jigglypuff's fastest aerial; coming out on frame 4 and the move is also disjointed, having more range than the move's animation would suggest.  

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