Jigglypuff (SSBB): Difference between revisions

Line 52: Line 52:
*{{nerf|In a similar vein to {{SSBB|Captain Falcon}} and {{SSBB|Ganondorf}}, the introduction of [[hitstun canceling]] prevents Jigglypuff from racking up a significant amount of guaranteed damage, and makes it much harder to land its finishing moves ([[Rest]] in particular).}}
*{{nerf|In a similar vein to {{SSBB|Captain Falcon}} and {{SSBB|Ganondorf}}, the introduction of [[hitstun canceling]] prevents Jigglypuff from racking up a significant amount of guaranteed damage, and makes it much harder to land its finishing moves ([[Rest]] in particular).}}
*{{nerf|[[Jumpsquat]] is slower (5 → 6 frames).}}
*{{nerf|[[Jumpsquat]] is slower (5 → 6 frames).}}
*{{buff|Sidestep has less ending lag (frame 28 → 26).}}
*{{buff|Sidestep has less ending lag (FAF 28 → 26).}}
*{{nerf|[[Sidestep]] has increased startup lag (frame 2 → 3), and unlike the rest of the veterans' sidesteps, its [[intangibility]] was not increased, making it the sidestep with the shortest intangibility in the game.}}
*{{nerf|[[Sidestep]] has increased startup lag (frame 2 → 3), and unlike the rest of the veterans' sidesteps, its [[intangibility]] was not increased, making it the sidestep with the shortest intangibility in the game.}}
*{{buff|[[Roll]]s have less ending lag (frame 35 → 33).}}
*{{buff|[[Roll]]s have less ending lag (FAF 35 → 33).}}
*{{nerf|Forward roll has increased startup lag (frame 2 → 3).}}
*{{nerf|Forward roll has increased startup lag (frame 2 → 3).}}


Line 60: Line 60:
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Both hits have larger hitboxes (3.6u → 4.32u). The introduction of [[jab lock]]ing also improves its damage racking ability if the opponent misses a [[tech]]. Lastly, Jigglypuff can quickly repeat the first hit until it connects if the attack button is held.}}
**{{buff|Both hits have larger hitboxes (3.6u → 4.32u). The introduction of [[jab lock]]ing also improves its damage racking ability if the opponent misses a [[tech]]. Lastly, Jigglypuff can quickly repeat the first hit until it connects if the attack button is held.}}
**{{nerf|Its first hit has more ending lag (frame 16 → 17).}}
**{{nerf|Its first hit has more ending lag (FAF 16 → 17).}}
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Forward tilt has more startup (frames 6 → 7) and ending lag (frame 28 → 29).}}
**{{nerf|Forward tilt has more startup (frames 6 → 7) and ending lag (FAF 28 → 29).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{buff|Up tilt can KO earlier due to the generally slower falling speeds of the cast.}}
**{{buff|Up tilt can KO earlier due to the generally slower falling speeds of the cast.}}
**{{nerf|It has more startup and a shorter duration (frames 8-14 → 9-13). The changes to ''Brawl''{{'}}s physics also makes it significantly less useful for juggling.}}
**{{nerf|It has more startup and a shorter duration (frames 8-14 → 9-13). The changes to ''Brawl''{{'}}s physics also makes it significantly less useful for juggling.}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{nerf|Down tilt has more ending lag (frame 30 → 31) and smaller hitboxes (3.6u/4u → 3u).}}
**{{nerf|Down tilt has more ending lag (FAF 30 → 31) and smaller hitboxes (3.6u/4u → 3u).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{buff|Jigglypuff is capable of cancelling the initial frames of its dash attack for a [[DACUS]], slightly improving its otherwise slow ground game.}}
**{{buff|Jigglypuff is capable of cancelling the initial frames of its dash attack for a [[DACUS]], slightly improving its otherwise slow ground game.}}
**{{nerf|It has more startup (frame 4 → 5) and ending lag (frame 39 → 40).}}
**{{nerf|It has more startup (frame 4 → 5) and ending lag (FAF 39 → 40).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{nerf|Forward smash has more startup (frame 12 → 16) and ending lag (frame 45 → 55). It also has lower knockback scaling (118 (clean)/105 (late) → 103/80), and its clean hit deals less damage (17% → 16%), hindering its KO potential.}}  
**{{nerf|Forward smash has more startup (frame 12 → 16) and ending lag (FAF 45 → 55). It also has lower knockback scaling (118 (clean)/105 (late) → 103/80), and its clean hit deals less damage (17% → 16%), hindering its KO potential.}}  
*[[Up smash]]:
*[[Up smash]]:
**{{buff|[[Up smash]]'s sweetspot now takes priority over its sourspot, making it easier to hit. Both are also larger (4u/6u → 4.8u/7.2u).}}
**{{buff|[[Up smash]]'s sweetspot now takes priority over its sourspot, making it easier to hit. Both are also larger (4u/6u → 4.8u/7.2u).}}
**{{nerf|Up smash has much more startup (frame 7 → 16) and ending lag (frame 45 → 54). It also has lower knockback scaling (110 → 100), and its sourspot deals less damage (14% → 13%), hindering its KO potential.}}
**{{nerf|Up smash has much more startup (frame 7 → 16) and ending lag (FAF 45 → 54). It also has lower knockback scaling (110 → 100), and its sourspot deals less damage (14% → 13%), hindering its KO potential.}}
**{{change|Up smash's angle has been altered (90° → 87°).}}
**{{change|Up smash's angle has been altered (90° → 87°).}}
*[[Down smash]]:
*[[Down smash]]:
**{{buff|[[Down smash]]'s hitboxes are larger (4u/4.8u → 4.8u/5.6u).}}
**{{buff|[[Down smash]]'s hitboxes are larger (4u/4.8u → 4.8u/5.6u).}}
**{{nerf|Down smash has more startup (frame 9 → 14) and ending lag (frame 48 → 53).}}
**{{nerf|Down smash has more startup (frame 9 → 14) and ending lag (FAF 48 → 53).}}
**{{change|Down smash now sends grounded opponents sliding along flat surfaces even at percents where it would otherwise cause [[tumbling]], including 999%. This prevents them from teching the move to survive, and allows it to take better advantage of [[edge slipping]], but reduces its KO potential against opponents with high traction.}}
**{{change|Down smash now sends grounded opponents sliding along flat surfaces even at percents where it would otherwise cause [[tumbling]], including 999%. This prevents them from teching the move to survive, and allows it to take better advantage of [[edge slipping]], but reduces its KO potential against opponents with high traction.}}


Line 89: Line 89:


*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has a slightly longer duration (frames 6-28 → 6-29), less ending lag (frame 50 → 44), and its clean hit has increased knockback (10 (base)/70 (scaling) → 20/90).}}
**{{buff|Neutral aerial has a slightly longer duration (frames 6-28 → 6-29), less ending lag (FAF 50 → 44), and its clean hit has increased knockback (10 (base)/70 (scaling) → 20/90).}}
**{{nerf|It deals less damage (12% (clean/9% (late) → 10%/6%), and its late hit has lower knockback scaling (80 → 70). It also autocancels later due to the move's longer duration (frame 29 → 30).}}
**{{nerf|It deals less damage (12% (clean/9% (late) → 10%/6%), and its late hit has lower knockback scaling (80 → 70). It also autocancels later due to the move's longer duration (frame 29 → 30).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial's clean hit has increased knockback (10 (base)/100 (scaling) → 30/108), allowing it to KO more effectively at high percents.}}
**{{buff|Forward aerial's clean hit has increased knockback (10 (base)/100 (scaling) → 30/108), allowing it to KO more effectively at high percents.}}
**{{nerf|Forward aerial has more startup lag with a shorter duration (frames 7-22 → 8-20), and more ending lag (frame 35 → 37). Its late hit also deals less damage (7% → 6%) and knockback (10 (base)/80 (scaling) → 12/70).}}
**{{nerf|Forward aerial has more startup lag with a shorter duration (frames 7-22 → 8-20), and more ending lag (FAF 35 → 37). Its late hit also deals less damage (7% → 6%) and knockback (10 (base)/80 (scaling) → 12/70).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has less startup lag (frame 9 → 8).}}
**{{buff|Back aerial has less startup lag (frame 9 → 8).}}
**{{nerf|It now uses stationary hitboxes, rather than ones that move with Jigglypuff's leg. While this allows it to cover a set area more consistently throughout the active duration of the move, it significantly decreases its range, making it a much less effective spacing tool. It also has more ending lag (frame 31 → 33) and lower knockback scaling (100 → 90), which coupled with the introduction of hitstun canceling reduces the [[Wall of Pain]]'s effectiveness, while hindering the move's KO potential near edges.}}
**{{nerf|It now uses stationary hitboxes, rather than ones that move with Jigglypuff's leg. While this allows it to cover a set area more consistently throughout the active duration of the move, it significantly decreases its range, making it a much less effective spacing tool. It also has more ending lag (FAF 31 → 33) and lower knockback scaling (100 → 90), which coupled with the introduction of hitstun canceling reduces the [[Wall of Pain]]'s effectiveness, while hindering the move's KO potential near edges.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has less startup lag with a longer duration much like its ''Smash 64'' counterpart (frames 9-12 → 8-16), and it has less ending lag (frame 38 → 37).}}
**{{buff|Up aerial has less startup lag with a longer duration much like its ''Smash 64'' counterpart (frames 9-12 → 8-16), and it has less ending lag (FAF 38 → 37).}}
**{{nerf|It deals less damage (12% → 9%), with its knockback scaling not fully compensated (90 → 100). This hinders its KO potential, while the changes to ''Brawl''{{'}}s physics also significantly hinder its combo and juggling potential.}}
**{{nerf|It deals less damage (12% → 9%), with its knockback scaling not fully compensated (90 → 100). This hinders its KO potential, while the changes to ''Brawl''{{'}}s physics also significantly hinder its combo and juggling potential.}}
**{{change|Up aerial's angle has been altered (90° → 88°).}}
**{{change|Up aerial's angle has been altered (90° → 88°).}}
Line 107: Line 107:
===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*[[Grab]]s:
**{{buff|Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (frame 31 → 30 (standing), frame 41 → 40 (dash)).}}
**{{buff|Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (FAF 31 → 30 (standing), FAF 41 → 40 (dash)).}}
*[[Pummel]]:
*[[Pummel]]:
**{{buff|[[Pummel]] is faster (30 → 20 frames).}}
**{{buff|[[Pummel]] is faster (30 → 20 frames).}}
Line 125: Line 125:
**{{change|Jigglypuff does not vocalise during Rollout until it is fully charged.}}
**{{change|Jigglypuff does not vocalise during Rollout until it is fully charged.}}
*[[Pound]]:
*[[Pound]]:
**{{nerf|Pound deals less damage (13% → 11%), hindering its KO potential. It also has more startup (frame 12 → 13) and ending lag (frame 45 → 46).}}
**{{nerf|Pound deals less damage (13% → 11%), hindering its KO potential. It also has more startup (frame 12 → 13) and ending lag (FAF 45 → 46).}}
*[[Sing]]:
*[[Sing]]:
**{{nerf|Sing has more startup, with its first two waves having shorter durations (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134), and now triggers [[counterattack]]s. It can also no longer reset the sleep duration of an already [[asleep]] opponent, preventing it from being used to indefinitely [[stall]] them out.}}
**{{nerf|Sing has more startup, with its first two waves having shorter durations (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134), and now triggers [[counterattack]]s. It can also no longer reset the sleep duration of an already [[asleep]] opponent, preventing it from being used to indefinitely [[stall]] them out.}}
6,830

edits