334
edits
(→Active: Added Dol (best Jigglypuff in Japan) to notable players) |
Nightgengale (talk | contribs) (Undid edit by Alex Parpotta: I'm sorry that you feel that this is unnecessary. But this is a wiki, and its here to give people information. Most casual players don't know which moves autocancel and when.) |
||
Line 155: | Line 155: | ||
|fairname= | |fairname= | ||
|fairdmg=9% (clean), 6% (late) | |fairdmg=9% (clean), 6% (late) | ||
|fairdesc=A {{s|wikipedia|dropkick}}. Somewhat weak knockback, but good for spacing and can be used for a Wall of Pain. Has a lingering hitbox, though it does not as last as long as neutral aerial's hitbox, while its late hitbox can combo into Rest. | |fairdesc=A {{s|wikipedia|dropkick}}. Somewhat weak knockback, but good for spacing and can be used for a Wall of Pain. Has a lingering hitbox, though it does not as last as long as neutral aerial's hitbox, while its late hitbox can combo into Rest. Autocancels, but only if quickly inputted after a short hop. | ||
|bairname= | |bairname= | ||
|bairdmg=13% | |bairdmg=13% | ||
|bairdesc=A spinning back kick. Jigglypuff's slowest aerial and lacks a lingering hitbox unlike its other aerials, but has strong knockback and good range while still being reasonably quick, making it a potent finisher. Safe on shield if spaced properly. KOs at 120% while near the edge. | |bairdesc=A spinning back kick. Jigglypuff's slowest aerial and lacks a lingering hitbox unlike its other aerials, but has strong knockback and good range while still being reasonably quick, making it a potent finisher. Safe on shield if spaced properly. KOs at 120% while near the edge. Autocancels, but only if quickly inputted after a short hop. | ||
|uairname= | |uairname= | ||
|uairdmg=9% | |uairdmg=9% | ||
|uairdesc=Waves its arm in an overhead arcing motion. Very short range, but its hitbox lingers without losing strength. Good for [[juggling]] and [[sharking]]. Can combo into Rest at low percentages, but only on fast-fallers, making it an incredibly situational set-up. | |uairdesc=Waves its arm in an overhead arcing motion. Very short range, but its hitbox lingers without losing strength. Good for [[juggling]] and [[sharking]]. Can combo into Rest at low percentages, but only on fast-fallers, making it an incredibly situational set-up. Autocancels, but only if quickly inputted after a short hop. | ||
|dairname= | |dairname= | ||
|dairdmg=1.5% (hits 1-8), 2% (hit 9), 14% (all hits connect) | |dairdmg=1.5% (hits 1-8), 2% (hit 9), 14% (all hits connect) | ||
|dairdesc=A diagonal [[Drill (archetype)|corkscrew dropkick]]. Good out of shield option and somewhat effective as an anti-juggling option, but it is unsafe to land with due to its landing lag being punishable even on hit. With precise movement, a rising down aerial can combo into Rest. | |dairdesc=A diagonal [[Drill (archetype)|corkscrew dropkick]]. Good out of shield option and somewhat effective as an anti-juggling option, but it is unsafe to land with due to its 30 frames of landing lag being punishable even on hit. With precise movement, a rising down aerial can combo into Rest. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out. Jigglypuff's overall grab range is the second shortest in the game, surpassed only by {{SSB4|R.O.B.}}'s. However, each of its grabs have low ending lag. | |grabdesc=Reaches out. Jigglypuff's overall grab range is the second shortest in the game, surpassed only by {{SSB4|R.O.B.}}'s. However, each of its grabs have low ending lag. |
edits