Jigglypuff (SSBM): Difference between revisions

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|game=SSBM
|game=SSBM
|neutralcount=2
|neutralcount=2
|neutralname= 
|neutralname=Left Jab (first), Right Jab (second)
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutraldesc=Two quick jabs with rather poor range. Good for [[jab reset]]ting and can lead into tilts.
|neutraldesc=Two quick jabs with rather poor range. Good for [[jab reset]]ting and can lead into tilts.
|ftiltname= 
|ftiltname=Rolling Kick
|ftiltdmg=10%
|ftiltdmg=10%
|ftiltdesc=Does a quick roundhouse spin, feet extended. Has short range. Can be angled up or down.
|ftiltdesc=Does a quick roundhouse spin, feet extended. Has short range. Can be angled up or down.
|utiltname= 
|utiltname=Back Kick
|utiltdmg=9% (clean), 8% (late)
|utiltdmg=9% (clean), 8% (late)
|utiltdesc=Extends its foot upwards quickly. Relatively good for combos, being able to chain into itself at lower percentages, and is a great setup for an aerial attack at higher percentages.
|utiltdesc=Extends its foot upwards quickly. Relatively good for combos, being able to chain into itself at lower percentages, and is a great setup for an aerial attack at higher percentages.
|dtiltname= 
|dtiltname=Trip
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=Quickly extends its foot downwards.
|dtiltdesc=Quickly extends its foot downwards.
|dashname= 
|dashname=Jiggly Ram
|dashdmg=12% (clean), 8% (late)
|dashdmg=12% (clean), 8% (late)
|dashdesc=A generic dash attack; trips and falls head-first forwards. Somewhat fast and powerful, but is predictable, and has moderate ending lag.
|dashdesc=A generic dash attack; trips and falls head-first forwards. Somewhat fast and powerful, but is predictable, and has moderate ending lag.
|fsmashname= 
|fsmashname=Lunge Kick
|fsmashdmg={{ChargedSmashDmgSSBM|17}} (clean), {{ChargedSmashDmgSSBM|13}} (late)
|fsmashdmg={{ChargedSmashDmgSSBM|17}} (clean), {{ChargedSmashDmgSSBM|13}} (late)
|fsmashdesc=Does a small hop forward with foot extended. Has minor startup and ending lag, but is a decent finisher at higher percentages due to its extremely high knockback scaling; it has the second highest knockback scaling in the game out of the forward smashes, losing only to {{SSBM|Luigi}}'s.
|fsmashdesc=Does a small hop forward with foot extended. Has minor startup and ending lag, but is a decent finisher at higher percentages due to its extremely high knockback scaling; it has the second highest knockback scaling in the game out of the forward smashes, losing only to {{SSBM|Luigi}}'s.
|usmashname= 
|usmashname=Headbutt
|usmashdmg={{ChargedSmashDmgSSBM|14}}
|usmashdmg={{ChargedSmashDmgSSBM|14}}
|usmashdesc=Headbutts upwards. It can be good for leading into aerial combos or finishing, and it can combo into Rest at mid percentages, but due to the ending lag, it isn't too reliable. There is a smaller hitbox in Jigglypuff's head that deals {{ChargedSmashDmgSSBM|15}} damage but never connects due to overlapping the bigger hitbox.
|usmashdesc=Headbutts upwards. It can be good for leading into aerial combos or finishing, and it can combo into Rest at mid percentages, but due to the ending lag, it isn't too reliable. There is a smaller hitbox in Jigglypuff's head that deals {{ChargedSmashDmgSSBM|15}} damage but never connects due to overlapping the bigger hitbox.
|dsmashname= 
|dsmashname=Jiggly Split
|dsmashdmg={{ChargedSmashDmgSSBM|12}}
|dsmashdmg={{ChargedSmashDmgSSBM|12}}
|dsmashdesc=Enlarges both its feet sideways. Has a bit of ending lag, but with [[semi-spike]] properties, it can be a good edgeguarder. However, Jigglypuff's aerials are usually safer and more reliable. Both of Jigglypuff's feet are intangible the moment the hitboxes come out.
|dsmashdesc=Enlarges both its feet sideways. Has a bit of ending lag, but with [[semi-spike]] properties, it can be a good edgeguarder. However, Jigglypuff's aerials are usually safer and more reliable. Both of Jigglypuff's feet are intangible the moment the hitboxes come out.
|nairname= 
|nairname=Jigglypuff Kick
|nairdmg=12% (clean), 9% (late)
|nairdmg=12% (clean), 9% (late)
|nairdesc=Squishes itself and extends its feet. Decent spacing move, and has [[sex kick]] properties. Can be good for [[edgeguarding]].
|nairdesc=Squishes itself and extends its feet. Decent spacing move, and has [[sex kick]] properties. Can be good for [[edgeguarding]].
|fairname= 
|fairname=Drop Kick
|fairdmg=12%/10% (clean feet/body), 7% (late)
|fairdmg=12%/10% (clean feet/body), 7% (late)
|fairdesc=Quickly extends both feet in front of itself. It is useful for [[edgeguarding]] and is the backbone of many of Jigglypuff's aerial combos, but is not as powerful or reliable as its back aerial.
|fairdesc=Quickly extends both feet in front of itself. It is useful for [[edgeguarding]] and is the backbone of many of Jigglypuff's aerial combos, but is not as powerful or reliable as its back aerial.
|bairname= 
|bairname=Spinning Back Kick
|bairdmg=12%
|bairdmg=12%
|bairdesc=Spins backward and kicks behind itself. This is Jigglypuff's key tool for [[edgeguarding]]. It is extremely useful for [[wall of pain]] techniques, which can be potentially deadly, and if done correctly, guarantees a KO. It's infamous for having a large disjointed hitbox that extends beyond Jigglypuff's leg, which makes it very hard to punish from a far range.
|bairdesc=Spins backward and kicks behind itself. This is Jigglypuff's key tool for [[edgeguarding]]. It is extremely useful for [[wall of pain]] techniques, which can be potentially deadly, and if done correctly, guarantees a KO. It's infamous for having a large disjointed hitbox that extends beyond Jigglypuff's leg, which makes it very hard to punish from a far range.
|uairname= 
|uairname=Mow Down
|uairdmg=12%
|uairdmg=12%
|uairdesc=Waves its arm up in an arch. Decent vertical KO power, and excellent for juggling, compounded with Jigglypuff's multiple midair jumps. Can combo into Rest on its own or after an up throw (usually done at mid-high percentages to ensure that the Rest is landed), especially against fastfallers.
|uairdesc=Waves its arm up in an arch. Decent vertical KO power, and excellent for juggling, compounded with Jigglypuff's multiple midair jumps. Can combo into Rest on its own or after an up throw (usually done at mid-high percentages to ensure that the Rest is landed), especially against fastfallers.
|dairname= 
|dairname=Spinning Kick
|dairdmg=2% (hits 1-8)
|dairdmg=2% (hits 1-8)
|dairdesc=A downwards drill kick. Not much hitstun. If the player used short hopped down aerial with L-cancel, it can lead to a Rest. Deals 16% damage total if all hits connect.
|dairdesc=A downwards drill kick. Not much hitstun. If the player used short hopped down aerial with L-cancel, it can lead to a Rest. Deals 16% damage total if all hits connect.
|grabname=
|grabname=
|grabdesc=
|grabdesc=
|pummelname= 
|pummelname=Slap
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Slaps opponent with its tuft of hair. Somewhat slow.
|pummeldesc=Slaps opponent with its tuft of hair. Somewhat slow.
|fthrowname= 
|fthrowname=Bumper
|fthrowdmg=5% (throw), 7% (hit 2)
|fthrowdmg=5% (throw), 7% (hit 2)
|fthrowdesc=Puffs itself up and launches foe in front. Surprisingly high knockback compared to most throws in ''Melee'', can lead into an edgeguard KO near the ledge, though not as reliable as its back throw. Second strongest forward throw in Melee. The throw can KO opponents above 130% when used very close to the ledge. It is possible to SDI this throw in most cases, because the 7% hit is a normal hitbox rather than a throw.
|fthrowdesc=Puffs itself up and launches foe in front. Surprisingly high knockback compared to most throws in ''Melee'', can lead into an edgeguard KO near the ledge, though not as reliable as its back throw. Second strongest forward throw in Melee. The throw can KO opponents above 130% when used very close to the ledge. It is possible to SDI this throw in most cases, because the 7% hit is a normal hitbox rather than a throw.
|bthrowname= 
|bthrowname=Back Buster
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Similar to Kirby's, takes foe and throws them behind while going on its back. A very good and reliable option for forcing opponents offstage, setting up an edgeguard.
|bthrowdesc=Similar to Kirby's, takes foe and throws them behind while going on its back. A very good and reliable option for forcing opponents offstage, setting up an edgeguard.
|uthrowname= 
|uthrowname=Puff Launch
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Spins once and tosses opponent upwards. Can lead into aerial combos against fast fallers and lightweights or floaty characters at low percentages. At low percentages against fastfallers, it can combo into Rest; at mid percentages, an up aerial can be added to ensure that the Rest is landed, as stated above.
|uthrowdesc=Spins once and tosses opponent upwards. Can lead into aerial combos against fast fallers and lightweights or floaty characters at low percentages. At low percentages against fastfallers, it can combo into Rest; at mid percentages, an up aerial can be added to ensure that the Rest is landed, as stated above.
|dthrowname= 
|dthrowname=Grinder
|dthrowdmg=1% (hits 1-4), 3% (hit 5), 2% (throw)
|dthrowdmg=1% (hits 1-4), 3% (hit 5), 2% (throw)
|dthrowdesc=Grinds opponent with itself on the floor. Can combo into Rest against floaty characters.
|dthrowdesc=Grinds opponent with itself on the floor. Can combo into Rest against floaty characters.