Jigglypuff (SSB4): Difference between revisions

Undid edit by Iron Warrior: ok there's a few problems with that edit...
(Undid edit by Iron Warrior: ok there's a few problems with that edit...)
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===Ground attacks===
===Ground attacks===
*{{change|Neutral attack now launches vertically instead of horizontally, improving its combo potential, but hindering its spacing potential.}}
*{{buff|Neutral attack connects together better due to its new vertical trajectory.}}
*{{nerf|Neutral attack can no longer [[jab reset]], removing Jigglypuff's most reliable way to safely set up [[Rest]] or a charged smash attack from a missed [[tech]]. The second hit also has increased ending lag (11 → 14 frames).}}
*{{nerf|Neutral attack can no longer [[jab reset]], removing Jigglypuff's most reliable way to safely set up [[Rest]] or a charged smash attack from a missed [[tech]]. The second hit also has increased ending lag (11 → 14 frames).}}
*{{buff|Dash attack no longer rebounds, which now makes it capable of blocking projectiles and most attacks. This improves its approach potential. Additionally, dash attack deals more knockback, making it a viable KO option at high damages.}}
*{{buff|Dash attack no longer rebounds, which now makes it capable of blocking projectiles and most attacks. This improves its approach potential.}}
*{{nerf|All smash attacks deal less damage (16%/13% → 15%/12% (forward), 15%/13% → 14%/12% (up), 12% → 11% (down)), without proper compensation on the latter two's knockback growth (100 → 105 (up), 66 → 69 (down)).}}
*{{nerf|All smash attacks deal less damage (16%/13% → 15%/12% (forward), 15%/13% → 14%/12% (up), 12% → 11% (down)). However, only forward smash's knockback scaling was compensated (103 → 115), while up and down smashes' were not (100 → 105 (up), 66 → 69 (down)).}}
**{{buff|However, forward smash's knockback scaling was properly compensated (103 → 115).}}  
*{{buff|Up and down smashes have decreased ending lag (35 → 27 frames (up), 37 → 34 frames (down)), making them less situational KO moves despite their reduced power.}}
*{{buff|Up and down smashes have decreased ending lag (35 → 27 frames (up), 37 → 34 frames (down)), making them less situational KO moves despite their reduced power.}}
*{{nerf|The removal of [[DACUS]] slightly hinders Jigglypuff's already slow ground game due to hindering up smash's utility.}}
*{{nerf|The removal of [[DACUS]] slightly hinders Jigglypuff's already slow ground game due to making up smash more situational.}}


===Aerial attacks===
===Aerial attacks===
*{{buff|Clean neutral aerial deals 1% more damage (10% → 11%) and has increased knockback (20 (base)/90 (scaling) → 30/100), significantly improving its KO potential.}}
*{{buff|Clean neutral aerial deals 1% more damage (10% → 11%) and has increased knockback (20 (base)/90 (scaling) → 30/100), significantly improving its KO potential.}}
*{{change|Forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98). This hinders its KO and edgeguarding potential, but improves its combo and WOP potential.}}  
*{{change|Forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98). This hinders its KO potential, but improves its combo potential.}}  
*{{buff|Back aerial deals 1% more damage (12% → 13%) and has significantly increased knockback (0/10 (base)/90 (scaling) → 0/30/120), improving its KO potential.}}
*{{buff|Back aerial deals 1% more damage (12% → 13%) and has significantly increased knockback (0/10 (base)/90 (scaling) → 0/30/120), improving its KO potential.}}
*{{nerf|Back aerial has significantly increased startup (frame 9 → 12), ending (20 → 27 frames) and landing lag (15 frames → 18). It also has a shorter duration (4 frames → 2), less range, and a slower [[autocancel]] window (frame 23 → 28). Altogether, these changes significantly hinder its spacing and [[Wall of Pain]] potentials.}}
*{{nerf|Back aerial has increased start-up (frame 9 → 12), ending (20 → 27 frames) and landing lag (15 frames → 18). It also has a shorter duration (4 frames → 2), less range and a slower [[autocancel]] window (frame 23> → 28>). Altogether, these changes significantly hinder its spacing and [[Wall of Pain]] potentials.}}
*{{buff|Up aerial has a longer duration (9 frames → 13) and increased vertical range.}}
*{{buff|Up aerial has a longer duration (9 frames → 13) and increased vertical range.}}
*{{nerf|Up aerial has increased startup (8 frames → 9) and ending lag (16 → 24 frames).}}
*{{nerf|Up aerial has increased start-up (8 frames → 9) and ending lag (16 → 24 frames).}}
*{{nerf|Down aerial deals 2% less damage if all hits connect (16% → 14%), and the looping hits have less vertical reach. It also has increased start-up lag (frame 5 → 7) and no longer autocancels from a short hop. Its new angle has also caused it to lose its locking potential on the ground.}}
*{{nerf|Down aerial deals 2% less damage if all hits connect (16% → 14%), and the looping hits have less vertical reach. It also has increased start-up lag (frame 5 → 7) and no longer autocancels from a short hop. Its new angle has also caused it to lose its locking potential on the ground.}}
*{{buff|Down aerial is harder to [[SDI]] out of, has different angles at different parts of the move to help it link, and the last hit deals moderate horizontal knockback, improving its edgeguarding and followup potential.}}
*{{buff|Down aerial is harder to [[SDI]] out of, has different angles at different parts of the move to help it link, and the last hit deals moderate horizontal knockback, improving its edgeguarding and followup potential.}}
*{{change|Down aerial can now launch opponents backward. This grants it new follow-up options, but makes some of its previous follow-up options impossible to connect if the opponent is sent backwards.}}
*{{change|Down aerial can now launch opponents backward. This grants it new follow-up options, but makes some of its previous follow-up options impossible to connect if the opponent is sent backwards.}}
*{{buff|The changes to hitstun cancelling improve Jigglypuff's aerial combo game.}}
*{{buff|The changes to hitstun canceling improve Jigglypuff's aerial combo game.}}


===Throws/other attacks===
===Throws/other attacks===
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===Special moves===
===Special moves===
*{{nerf|Fully charged [[Rollout]] deals 4% less damage (18% → 14%) without proper compensation for the knockback, causing it to kill significantly later. Jigglypuff can also no longer move in midair after hitting an opponent, significantly hindering its recovery potential and safety. Additionally, the move no longer allows Jigglypuff to bypass freeze-frames when landed on an opponent, effectively increasing its ending lag. Using Rollout in the air now also causes its momentum to gradually drop, both reducing its recovery potential and its offensive capabilities in the air. Additionally, slowing down in mid-air by holding in the opposite direction has a much weaker effect on Jigglypuff's momentum, and a new glitch prevents Jigglypuff from curving in mid-air if the user attempts to reverse the direction of Rollout on the same frame that Jigglypuff rolls of a ledge. These changes make it overall easier to cause an accidental [[self-destruct]].}}
*{{nerf|Fully charged [[Rollout]] deals 4% less damage (18% → 14%) without proper compensation for the knockback, causing it to kill significantly later. Jigglypuff can also no longer move in midair after hitting an opponent, significantly hindering its recovery potential and safety. Additionally, the move no longer allows Jigglypuff to bypass freeze-frames when landed on an opponent, effectively increasing its ending lag.}}
*{{nerf|Using Rollout in the air now causes its momentum to gradually drop, both reducing its recovery potential and its offensive capabilities in the air. Additionally, slowing down in mid-air by holding in the opposite direction has a much weaker effect on Jigglypuff's momentum, and a new glitch prevents Jigglypuff from curving in mid-air if the user attempts to reverse the direction of Rollout on the same frame that Jigglypuff rolls of a ledge. These changes make it overall easier to cause an accidental [[self-destruct]].}}
*{{change|Rollout travels faster and deals more damage when traveling along slopes, such as on [[Green Hill Zone]] and [[Corneria]], which also potentially allows Jigglypuff to bypass certain [[counterattack]]s by moving too fast for the attack to hit. However, attempting to reverse the direction of Rollout while rolling down a cliff will now result in Jigglypuff being flung forwards off the ground, making self destructs very likely.}}
*{{change|Rollout travels faster and deals more damage when traveling along slopes, such as on [[Green Hill Zone]] and [[Corneria]], which also potentially allows Jigglypuff to bypass certain [[counterattack]]s by moving too fast for the attack to hit. However, attempting to reverse the direction of Rollout while rolling down a cliff will now result in Jigglypuff being flung forwards off the ground, making self destructs very likely.}}
*{{nerf|Aerial [[Pound]] now loses momentum more quickly, travels less horizontal distance, and now causes Jigglypuff to start falling downwards before it is able to begin accelerating forwards through the air. All of these factors combined now result in the usage of aerial Pound actually worsening Jigglypuff's horizontal recovery, even when angled upwards, unless executed 100% perfectly or as a mix-up.}}
*{{nerf|Aerial [[Pound]] now loses momentum more quickly, doesn't travel forward as far, and now causes Jigglypuff to start falling downwards before it is able to begin accelerating forwards through the air. All of these factors combined now result in the usage of aerial Pound actually worsening Jigglypuff's horizontal recovery, even when angled upwards, unless executed 100% perfectly or as a mix-up.}}
*{{buff|The 19% damage increase to shields benefits [[Pound]], allowing it to break a shield that is below 70% of its health.}}
*{{buff|The 19% damage increase to shields benefits [[Pound]], allowing it to break a shield that is below 70% of its health.}}
*{{buff|[[Sing]] now has a sweetspot nearer to Jigglypuff which puts opponents to sleep for noticeably longer, while the newly added sourspot retains the same sleep duration from previous games. Furthermore, the third soundwave only features the sweetspot, and no sourspot, on top of its slightly longer reach than the first two. Additionally the move now has somewhat increased range, although it still lacks the ability to hit airborne opponents.}}
*{{buff|[[Sing]] now has a sweetspot nearer to Jigglypuff which puts opponents to sleep for noticeably longer, while the newly added sourspot retains the same sleep duration from previous games. Furthermore, the third soundwave only features the sweetspot, and no sourspot, on top of its slightly longer reach than the first two. Additionally the move now has somewhat increased range, although it still lacks the ability to hit airborne opponents.}}