6,286
edits
m (→Throws/other attacks: http://kuroganehammer.com/Smash4/Jigglypuff) |
m (→Changes from Brawl: You seem to be confusing FAF with ending lag. FAF stands for first actionable frame. Ending lag corresponds to the frames after hitboxes cease and before the FAF.) |
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===Ground attacks=== | ===Ground attacks=== | ||
*{{buff|Neutral attack connects together better due to its new vertical trajectory.}} | *{{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 ( | *{{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.}} | *{{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)). However, only forward smash's knockback scaling was compensated (103 → 115), while up and down smashes' were not (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|Up and down smashes have decreased ending lag ( | *{{buff|Up and down smashes have decreased ending lag (35 → 27 frames (up), 37 → 34 frames (down)).}} | ||
*{{nerf|The removal of [[DACUS]] slightly hinders Jigglypuff's already slow ground game due to making up smash more situational.}} | *{{nerf|The removal of [[DACUS]] slightly hinders Jigglypuff's already slow ground game due to making up smash more situational.}} | ||
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*{{buff|Forward aerial's decreased knockback scaling improves its combo potential, similarly to in ''Melee''.}} | *{{buff|Forward aerial's decreased knockback scaling improves its combo potential, similarly to in ''Melee''.}} | ||
*{{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 increased start-up (frame 8 → 12), ending ( | *{{nerf|Back aerial has increased start-up (frame 8 → 12), ending (20 → 27 frames) and landing lag (15 frames → 18). It also has a shorter duration (4 frames → 2) 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 start-up (8 frames → 9) and ending lag ( | *{{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%). It also has increased start-up lag (frame 5 → 7) and no longer autocancels from a short hop.}} | *{{nerf|Down aerial deals 2% less damage if all hits connect (16% → 14%). It also has increased start-up lag (frame 5 → 7) and no longer autocancels from a short hop.}} | ||
*{{buff|Down aerial is harder to [[SDI]] out of.}} | *{{buff|Down aerial is harder to [[SDI]] out of.}} | ||
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===Throws/other attacks=== | ===Throws/other attacks=== | ||
*{{buff|All grabs have decreased ending lag ( | *{{buff|All grabs have decreased ending lag (23 → 20 frames (standing), 29 → 24 frames (dash), 25 → 22 frames (pivot)).}} | ||
*{{buff|Dash and pivot grabs have decreased start-up lag (frame 10-11 → 8-9 (dash), frame 10-11 → 9-10 (pivot)).}} | *{{buff|Dash and pivot grabs have decreased start-up lag (frame 10-11 → 8-9 (dash), frame 10-11 → 9-10 (pivot)).}} | ||
*{{buff|Pummel deals 0.1% more damage (3% → 3.1%) and is faster.}} | *{{buff|Pummel deals 0.1% more damage (3% → 3.1%) and is faster.}} | ||
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*{{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.}} | *{{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.}} | ||
*{{buff|[[Rest]] deals 5% more damage (15% → 20%), which largely restores its power from ''Melee'' despite having decreased knockback scaling (75 → 66). It also has a larger hitbox (2.6u → 3.4u), even relative to Jigglypuff's size increase, and has decreased ending lag ( | *{{buff|[[Rest]] deals 5% more damage (15% → 20%), which largely restores its power from ''Melee'' despite having decreased knockback scaling (75 → 66). It also has a larger hitbox (2.6u → 3.4u), even relative to Jigglypuff's size increase, and has decreased ending lag (246 → 226 frames), slightly improving its accuracy and safety.}} | ||
*{{change|The implementation of blast KOs from the upper blast line hinders Rest's safety as a KOing option, due to it possibly allowing the opponent to respawn quickly and have a chance to punish Jigglypuff. However, it also means that the opponent will now usually be KO'd before Jigglypuff when the move is used off-stage. The lengthening of [[screen KO]]s' animations hinders an opponent's chance to punish Jigglypuff, as they now last just as long as [[star KO]]s.}} | *{{change|The implementation of blast KOs from the upper blast line hinders Rest's safety as a KOing option, due to it possibly allowing the opponent to respawn quickly and have a chance to punish Jigglypuff. However, it also means that the opponent will now usually be KO'd before Jigglypuff when the move is used off-stage. The lengthening of [[screen KO]]s' animations hinders an opponent's chance to punish Jigglypuff, as they now last just as long as [[star KO]]s.}} | ||
*{{nerf|[[Puff Up]] deals 1% less damage (18% → 17%).}} | *{{nerf|[[Puff Up]] deals 1% less damage (18% → 17%).}} |