Jigglypuff (PM): Difference between revisions

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==Changes from ''Melee'' to ''PM''==
==Changes from ''Melee'' to ''PM''==
Jigglypuff has remained relatively unchanged from ''Melee'' to ''Project M'', although it has gained a few additional options from ''Brawl''-based mechanics.
Jigglypuff has remained relatively unchanged from ''Melee'' to ''Project M'', although the majority of its grounded moves have very slightly less range, and it has gained a few additional options from ''Brawl''-based mechanics, such as [[DACUS]]. However, due to the changes and introduction of many characters, stages, and mechanics that relatively hinder its gameplan and meta, as well as other veterans from ''Melee'' receiving more substantial changes and improvements, Jigglypuff is considered to be much worse relative to the cast overall.  


===Aesthetics===
===Atributes===
*{{change|[[Neutral attack]] and [[up aerial]] now use the [[Fan]] sound effect.}}
*{{buff|Jigglypuff's [[jump]]s are slightly higher (1.05 (short hop)/1.6 (full hop)/1.8 (ledge jump) → 1.114/1.664/1.864).}}
*{{nerf|The changes to [[edge|ledge grab]] invincibility being reduced to the first five regrabs arguably harms Jigglypuff more than any other character, due to it having been a major staple of its [[planking]] ability.}}
*{{nerf|The universal improvements to characters' [[recoveries]] relative to ''Melee'' hinders Jigglypuff, as it reduces its relative [[edgeguarding]] prowess, while also making its previously near-uncontested recovery worse relative to the cast, due it receiving no direct changes itself.}}
*{{nerf|The changes to ledge jumps now allowing characters to be actionable sooner arguably hinders Jigglypuff more than any other character, as characters now have an additional viable way to escape being [[Edge#Ledgetrapping|ledgetrapped]] by it, due to it having one of the lowest jumps in the game being unable to reach certain characters with high ledge jumps, while Jigglypuff itself does not benefit much from the ability to do so either, due to it have the second lowest ledge jump in the game, just ahead of {{PM|Ivysaur}}.}}
*{{buff|Jigglypuff's [[roll]]s have less ending lag (FAF 34 (both) → 32).}}
*{{buff|Jigglypuff's forward roll has a longer duration, matching its back roll (frames 2-18 → 2-19).}}
*{{buff|Jigglypuff's [[spot dodge]] has a longer duration (frames 2-15 → 2-18).}}
*{{nerf|Jigglypuff's [[air dodge]] has one extra frame of animation (49 frames → 50), slightly increasing the amount of time it cannot grab the ledge after using it.}}
*{{buff|Jigglypuff's soft landing is faster (4 frames → 3).}}
*{{nerf|Jigglypuff's star spit when [[Inhale]]d by {{PM|Kirby}} or {{PM|King Dedede}} retains its ''Brawl'' damage, dealing less than ''Melee'' as a result (10% → 9%), hindering its potential in [[Doubles]].}}


===Ground Attacks===
===Ground Attacks===
*{{buff|[[Dash attack]] remains cancelable from ''Brawl'', allowing Jigglypuff to [[DACUS]], improving its ground mobility.}}
*[[Neutral attack]]:
**{{buff|The first hit of neutral attack has an altered angle ([[Sakurai angle|361°]] → 44°), making it connect better into the second hit.}}
**{{buff|The second hit of neutral attack has less ending lag (FAF 17 → 16).}}
**{{change|Both hits of neutral attack now use the light [[fan]] hit sound effect.}}
*[[Up tilt]]:
**{{nerf|Up tilt has more ending lag (FAF 23 → 24).}}
**{{buff|Up tilt's hitboxes were moved slightly outward (x offset: 0u/2.7342u → 0.6/4.199983u (clean)/-0.5u/5.5u (late)), increasing its range.}}
*[[Down tilt]]:
**{{nerf|Down tilt's foot hitboxes were moved inward (x offset: 1.56u/-0.195u → 1.47u/-0.18u), reducing its range.}}
*[[Dash attack]]:
**{{change|Dash attack's hitbox is positioned slightly higher (y offset: 3.51u → 3.3u).}}
**{{buff|Dash attack remains cancelable from ''Brawl'', allowing Jigglypuff to [[DACUS]], improving its ground mobility.}}
*[[Forward smash]]:
**{{nerf|Forward smash's hitboxes were moved inward (x offset: -0.66u/1.953u → -0.62u/1.84u), reducing its range.}}
*[[Up smash]]:
**{{nerf|Up smash's hitboxes were moved inward (x offset: 0u (sourspot)/-1.56u (sweetspot) → 0u/-1.47u, y offset: 4.69u (both) → 4.41u), reducing its range.}}
*[[Down smash]]:
**{{nerf|Down smash has a shorter duration (frames 9-11 → 9-10).}}
**{{nerf|Down smash's outermost hitboxes were moved inward (x offset: 0.62u → 0.59u), reducing its range.}}


===Special Moves===
===Aerial attacks===
*{{buff|[[Sing]] puts enemies to sleep for longer than it did in ''Melee'' and ''Brawl'' to compensate for the new sleep mechanics (mashing causes characters to wake up earlier).}}
*{{nerf|All aerials have one extra frame of animation (49 frames → 50 (neutral/down), 39 → 40 (forward/back/up)), slightly increasing the amount of time Jigglypuff cannot grab the ledge after using them, and slightly increasing down aerial's ending lag, due to its lack of IASA frames.}}
**{{change|In the case of neutral aerial which previously lacked [[interruptibility]] frames, it has been given one frame of interruptibility before its animation ends (FAF 50) leaving its ending lag unchanged.}}
*{{buff|The ability to interrupt aerials with [[air dodging]] from ''Brawl'' notably benefits Jigglypuff, as it can now perfectly [[waveland]] out of its forward and back aerials when done out of a short hop, improving their spacing potential.}}
*[[Neutral aerial]]:
**{{change|Neutral aerial's hitboxes were moved slightly downward (y offset: 1.953u/2.34u → 1.84u/2.2u).}}
*[[Forward aerial]]:
**{{buff|Forward aerial's outermost hitbox was moved outward (x offset: 0.3906u → 1.1u), increasing its range.}}
**{{change|Forward aerial's innermost hitbox was moved slightly downward (y/z offset: 1.953u → 1.84u).}}
*[[Back aerial]]:
**{{buff|The addition of [[reverse aerial rush]] allows Jigglypuff to more easily approach with back aerial.}}
**{{nerf|Back aerial's outermost hitbox was moved slightly inward (x offset: 1.953 → 1.84u), very slightly reducing its notoriously disjointed range, though it is still impressively disjointed.}}
**{{change|Back aerial's outermost hitbox was moved slightly upward (y offset: 0u → 0.7u).}}
*[[Up aerial]]:
**{{buff|Up aerial's hitbox was moved upward (x offset: 1.56u → 2.35u), increasing its range.}}
**{{change|Up aerial now uses the heavy [[fan]] hit sound effect.}}
*[[Down aerial]]:
**{{buff|Down aerial has less landing lag (30/15 frames → 28/14).}}
**{{nerf|Down aerial's hitboxes were repositioned slightly (y offset -2.34u (lowermost hitbox) → -2.2u, z offset: 3.32u (lowermost hitbox)/1.99u (uppermost hitbox) → 3.13u/1.88u), marginally reducing its range overall.}}
**{{buff|The introduction of [[hitlag]] and [[SDI]] multipliers benefit down aerial, as it now has multipliers of x0.9 and x0.8 respectively, making it harder to escape from.}}
**{{buff|Down aerial deals more total damage if all hits connect (14.74% → 16%) due to the changes to [[stale-move negation]].}}


==Changes from PM to P+==
===Throws and other attacks===
BKB = Base Knockback
*[[Grab]]s:
**{{nerf|Jigglypuf's standing grab has more ending lag (FAF 30 → 31).}}
**{{nerf|Jigglypuf's grabboxes for its standing and dash grabs have been moved slightly downward and inward (y offset: 5.07u (all) → 4.77u, z offset: 10.93u (outermost grabbox)/5.07u (standing innermost and dash middle and innermost grabboxes) → 10.28u/4.77u), reducing its horizontal range and its range against opponents above Jigglypuff.}}
***{{buff|However, this improves their range inside of Jigglypuff.}}
**{{nerf|Compared to ''Brawl'', Jigglypuff's pivot grabboxes have been moved slightly downward and inward (y offset: 5.07u (all) → 4.77u, z offset: -14u/-9u/-4u → -12.4u/-8u/-3.4u), reducing its horizontal range and its range against opponents above Jigglypuff.}}
*[[Pummel]]:
**{{buff|Pummel has less start-up lag (frame 11 → 10).}}
*[[Forward throw]]:
**{{buff|Jigglypuff throws the opponent sooner (frame 10 → 8).}}
***{{nerf|However, its animation length was unchanged, increasing its ending lag.}}
***{{buff|To compensate and prevent forward Throw from becoming weaker by only hitting the throw portion akin to ''Brawl'' onwards, it has gained an additional smaller hitbox in front of Jigglypuff when its original hitbox is also active and having the same properties as it, making it no longer miss against certain characters and maintaining its power from ''Melee''.}}
*[[Down throw]]:
**{{buff|Down throw deals more total damage (8.65% → 9%) due to the changes to stale-move negation.}}


KBG = Knockback Growth
===Special Moves===
*[[Rollout]]:
**{{buff|Rollout can now grab ledges from behind.}}
**{{change|Jigglypuff does not vocalize during Rollout until it is fully charged like in ''Brawl''.}}
*[[Pound]]:
**{{buff|Pound can now sweetspot the ledge when angled downward like in ''Brawl''.}}
**{{nerf|Pound's outer hitbox is positioned closer to Jigglypuff (x offset: 1.95u → 1.84u), reducing its range.}}
**{{change|Pound's inner hitbox was repositioned closer to Jigglypuff's arm instead of its center (y offset: 5.08u → 4.77u, z offset: 3.91u → 3.67u).}}
*[[Sing]]:
**{{change|The majority of Sing's properties from ''Brawl'' were retained:}}
***{{nerf|It has more start-up lag, with its first two waves having shorter durations (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134).}}
***{{nerf|It can now trigger [[counterattack]]s.}}
****{{buff|However, this enables it to potentially utilize the [[Stun Jacket|stun Jacket glitch]].}}
***{{nerf|It can no longer reset the sleep duration of an already [[asleep]] opponent, preventing it from being used to indefinitely [[stall]] them out.}}
***{{nerf|Its sleepbox retains its ''Melee'' size, being smaller than in ''Brawl'' (13u → 10.94u).}}
***{{buff|Sing puts enemies to sleep for longer than in ''Brawl'' (0 (base)/4 (scaling) → 5/50).}}
**{{change|The changes to sleep mechanics where mashing causes characters to wake up earlier rather than having a set duration based on percent both help and hinder Sing, with the move being more effective against opponents with poor [[mashing]] and vice versa.}}
*[[Rest]]:
**{{nerf|Rest has a slightly longer animation (249 frames → 250).}}
**{{nerf|The introduction of a hitlag multiplier hinders Rest, as it now has a hitlag multiplier of x1.5, making it easier to react to and [[DI]].}}


===v2.0===
==Revisions==
Attributes:
'''v2.5b'''
*{{change|Weight 60 → 62}}
*{{change|Jigglypuff's Up Taunt now winks like in ''Melee''. The eye that winks depends on the direction the user is facing.}}


Jab:
'''v3.0'''
*{{change|Jab 2 BKB 16 30, KBG 50 → 90}}
*{{buff|Sing puts enemies to sleep for longer (0 (base)/4 (scaling) 5/50).}}
*{{change|Jab 2 SFX modified to match power change.}}
*{{change|The changes to sleep mechanics where mashing causes characters to wake up earlier rather than having a set duration based on percent both help and hinder Sing, with the move being more effective against opponents with poor [[mashing]] and vice versa.}}


Forward Tilt:
'''v3.5'''
*{{change|BKB 8 24}}
**{{buff|Forward throw has less start-up lag (frame 9 (throw)/11 (hitbox) → 8/10).}}
*{{buff|X Offset .73 1.73}}
***{{nerf|However, its animation length was unchanged, increasing its ending lag.}}
***{{buff|To compensate and prevent forward Throw from becoming weaker by only hitting the throw portion akin to ''Brawl'' onwards, it has gained an additional smaller hitbox in front of Jigglypuff when its original hitbox is also active and having the same properties as it, making it no longer miss against certain characters and restoring its power from ''Melee''.}}
*{{buff|Jigglypuff's forward roll has less start-up lag with a longer duration (frames 3-19 → 2-19).}}
*{{change|Down throw has been altered to more closely resemble ''Melee'':}}
**{{buff|It has less start-up lag with a longer duration (frames 16-61 → 10-62).}}
**{{change|The first four hits have set knockback (10 (base) → 25 (set)).}}
**{{nerf|The first four hits have a smaller hitbox (4.69u → 3.52u).}}
**{{change|The fifth hit is no longer functionally merged with the throw, with the damage being redistributed (4% → 3% (hit 5)/2% throw), with the throw potion's knockback scaling also compensated to match (32 45).}}
***{{buff|As a result, the total throw deals more damage (8% 9%).}}


Down Tilt:
'''v3.6'''
*{{buff|First Active Frame 10 → 7}}
*{{bugfix|Fixed a bug that prevented Jigglypuff from using Beam Swords correctly.}}


Up Smash:
==Changes from ''PM'' to ''P+''==
*{{buff|Damage between two hitboxes normalized 14/15 → 15/15}}
As a result of its underperformance relative to ''Melee'' and the rest of the cast, Jigglypuff was slightly buffed in the transition from ''Project M'' to ''Project+'', albeit not enough to substantially raise its tier standing, and it is still relatively poorly regarded in ''Project+'' for the same reasons as before.


Forward Throw:
===Asthetics===
*{{buff|Can no longer be SDI’d}}
*{{change|As with the rest of the cast, Jigglypuff has been given additional costumes, including its green headband costume from ''Melee''.}}
*{{bugfix|Eye animation adjustments were made on [[Rest]].}}


Neutral Special (Rollout):
===Attributes===
*{{buff|Now ends in Fall as opposed to SpecialFall.}}
*{{buff|Jigglypuff is [[weight|heavier]] (60 → 62).}}
*{{buff|Consumes all but one jump when used in the air, consumes no jumps when used on the ground.}}
*{{bugfix|Fixed a bug where Jigglypuff's hurtbox did not properly update when entering [[crouch]] or landing, which previously resulted in it being hit in scenarios when it should not.}}
*{{buff|Upon a successful strike, Puff will be able to act again after a short time.}}
**{{buff|This improves its crouch and landing animations' defensive potential.}}


Up Special (Sing):
===Ground Attacks===
*{{buff|Hitbox is consistent throughout, rather than refreshing three times.}}
*[[Neutral attack]]:
**{{buff|The second hit of neutral attack deals more knockback (16 (base)/50 (scaling) → 30/90), making it safer on hit}}
**{{change|The second hit now uses the medium [[fan]] sound effect on hit, instead of the light fan sound effect to reflect the power change.}}
*[[Forward tilt]]:
**{{buff|Forward tilt has more base knockback (8 → 24), making it safer on hit.}}
**{{buff|The far hitbox is positioned further from Jigglypuff (x offset: 0.73u → 1.73u), increasing its range}}
*[[Down tilt]]:
**{{buff|Down tilt has less start-up lag (frame 10 → 7) with its ending lag compensated (FAF 30 → 27).}}
*[[Up smash]]:
**{{buff|Up smash's damage has been normalized between both hitboxes (14% (sourspot)/15% (inaccessible sweetspot) → 15% (both), improving its KO potential.}}
***{{change|This oddly enough makes the outprioritized and inaccessible previous sweetspot even more redundant.}}  


Costumes & Aesthetics:
===Throws and other attacks===
*{{change|Eye animation adjustments made on down special.}}
*[[Forward throw]]:
*{{change|Jigglypuff’s green headband costume from ''Melee'' has been added.}}
**{{buff|Forward throw has more start-up lag, however, the hitbox portion has less start-up lag with a longer duration (frame 8 (throw)/11 (hitbox) → 9/9-10). This makes it so that the throw and the hitbox hit on the same frame like in ''Melee'', and guaranteed the stronger knockback from the .}}
***{{buff|This also decreases its relative ending lag.}}
***{{buff|The damage values on the throw and hitboxes have been swapped (5% (throw)/7%/7% (hitboxes) → 7%/5%/5%), with the throw portion's knockback altered and compensated to match, and the hitboxes dealing more knockback overall (throw: 100 (base)/30 (scaling) → 40/110, hitboxes: 40 (base/110 (scaling) → 36/140), improving its consistency and KO potential overall.}}
**{{buff|The throw portion sends opponents at a lower angle (55° → 361°), improving its KO potential.}}
**{{buff|Forward throw can no longer be SDI’d.}}
***{{buff|Altogether, these changes make forward throw's a more consistent and potent KO move overall.}}
**{{buff|Jigglypuff does not puff itself up as much during forward throw, reducing its hurtbox.}}


===v2.0 - v2.28===
===Special Moves===
No changes.
*[[Rollout]]:
 
**{{buff|Rollout no longer causes [[helplessness]], however, Jigglypuff will be left with only a single jump if the move was initiated in the air.}}
==Revisions==
**{{buff|Upon a successful strike, Jigglypuff will be able to act again after a short time.}}
===v2.5b===
*[[Sing]]:
*{{change|Jigglypuff's Up Taunt now winks. The eye that winks depends on the direction the user is facing.}}
**{{buff|Sing's singbox remains consistently active throughout its duration, rather than refreshing three times (frames 29-33, 73-77, 122-134 → 29-134), improving its coverage.}}
 
===v3.0===
*{{buff|Sing sleep power increased to compensate the sleep mechanic changes.}}
 
===v3.5===
*{{buff|Forward throw now hits all characters.}}
*{{buff|Beginning of forward roll intangibility|Frame 3|Frame 2}}
*{{nerf|Forward throw deals less knockback.}}
*{{change|Hitboxes and knockback of down throw now match Melee's.}}
 
===v3.6===
*{{bugfix|Fixed a bug that prevented Jigglypuff from using Beam Swords correctly.}}


==Moveset==
==Moveset==
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