Jigglypuff (SSB)/Down aerial

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 smashes 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.

The move does have some negative traits. The move has a noticeable amount of ending lag which makes a rising down aerial a damaging yet not highly effective move to use against grounded opponents. Additionally since it is a multi hitting drill kick, the move can be SDIed, which can prevent the opponent from taking full damage as well as allowing them to potentially avoid followups.

Overall however, the move is considered a very useful part of Jigglypuff's moveset, being a fast and useful move for comboing and edgeguarding.

NTSC

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PAL

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Timing

 * Hitboxes
 * Auto-cancel
 * Auto-cancel (PAL)
 * Auto-cancel (PAL)
 * Auto-cancel (PAL)

Landing lag

 * Normal
 * L-cancelled
 * L-cancelled