6,830
edits
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*{{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 ( | *{{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 ( | *{{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).}} | ||
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*[[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 ( | **{{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 ( | **{{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 ( | **{{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 ( | **{{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 ( | **{{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 ( | **{{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 ( | **{{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.}} | ||
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*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{buff|Neutral aerial has a slightly longer duration (frames 6-28 → 6-29), less ending lag ( | **{{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 ( | **{{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 ( | **{{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 ( | **{{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°).}} | ||
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===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 ( | **{{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).}} | ||
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**{{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 ( | **{{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.}} |
edits