Jigglypuff (SSB4): Difference between revisions

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*{{nerf|Jigglypuff's low gravity no longer applies when Jigglypuff is aerial [[grab release]]d causing Jigglypuff to cover much less height from an aerial grab release. This makes Jigglypuff much more susceptible to aerial grab release followups and while this is offset by the decreased ending lag of its aerial grab release (FAF 50 → 40), it benefits Jigglypuff less than any other character as Jigglypuff's air release animation was already slightly shorter than the rest of the cast and Jigglypuff's [[air dodge]] was not sped up. As a result, Jigglypuff is now the most susceptible character to aerial grab release follow-ups.}}
*{{nerf|Jigglypuff's low gravity no longer applies when Jigglypuff is aerial [[grab release]]d causing Jigglypuff to cover much less height from an aerial grab release. This makes Jigglypuff much more susceptible to aerial grab release followups and while this is offset by the decreased ending lag of its aerial grab release (FAF 50 → 40), it benefits Jigglypuff less than any other character as Jigglypuff's air release animation was already slightly shorter than the rest of the cast and Jigglypuff's [[air dodge]] was not sped up. As a result, Jigglypuff is now the most susceptible character to aerial grab release follow-ups.}}
*{{change|The general change in size between smaller and larger characters makes Jigglypuff's hurtbox smaller than in ''Brawl'', which is especially noticeable among characters typically depicted as large or small in their respective series. However, this also hinders its range.}}
*{{change|The general change in size between smaller and larger characters makes Jigglypuff's hurtbox smaller than in ''Brawl'', which is especially noticeable among characters typically depicted as large or small in their respective series. However, this also hinders its range.}}
*{{nerf|The 1.19x damage increase to shields (compared to 0.7x) and the increase to [[shieldstun]] significantly hinder Jigglypuff's endurance as its [[shield]] is now much easier to break.}}
*{{buff|The changes to [[weight]] dependent throws benefits Jigglypuff moreso than most other characters as said throws are now noticeably slower against Jigglypuff.}}
*{{nerf|The 1.19x damage multiplier to shields (compared to 0.7x) and the increase to [[shieldstun]] significantly hinder Jigglypuff's endurance as its [[shield]] is now much easier to break.}}
*{{nerf|The removal of [[edge-hogging]] and the introduction of edge trumping hinder Jigglypuff's edgeguarding game while not significantly improving its own recovery.}}
*{{nerf|The removal of [[edge-hogging]] and the introduction of edge trumping hinder Jigglypuff's edgeguarding game while not significantly improving its own recovery.}}
*{{buff|Air dodge has less ending lag (FAF 50 → 35).}}
*{{buff|Air dodge has less ending lag (FAF 50 → 35).}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|The changes to [[hitstun canceling]] improve Jigglypuff's aerial combo game.}}
*{{buff|The changes to [[hitstun cancelling]] slightly improves Jigglypuff's aerial combo game.}}
*{{nerf|Jigglypuff's lower [[short hop]] prevents it from performing two aerials in a short hop.}}
*{{nerf|Jigglypuff's lower [[short hop]] prevents it from performing two aerials in a short hop.}}
*{{nerf|All aerials have shorter initial [[auto-cancel]] windows (frames 1-5 (neutral)/1-7 (forward/back/up) → 1-3 (neutral/forward/back/up), frames 1-4), no longer lasting the entire aerial before the hitboxes come out.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has a longer duration (frames 6-29 → 6-30). Clean neutral aerial deals more damage (10% → 11%) and has increased knockback (20 (base)/90 (scaling) → 30/100), significantly improving its KO potential (now having the same knockback values as it did in ''Smash 64'' although it is still weaker due to its lower damage). Late neutral aerial also has increased base knockback (10 → 50), making it much safer on hit and allowing it to [[gimp]] more effectively.}}
**{{buff|Neutral aerial has a longer duration (frames 6-29 → 6-30).}}
***{{nerf|The late hit's higher base knockback has removed its ability to lock removing another one of Jigglypuff's most reliable locking tools.}}
**{{buff|The clean hit deals more damage (10% → 11%) and knockback (20 (base), 90 (scaling) → 30/100), significantly improving its KO potential.}}
**{{nerf|Neutral aerial [[auto-cancel]]s later (frame 30 → 40), no longer doing so immediately after its hitboxes cease significantly hindering its followup potential when combined with the late hit's higher base knockback. The clean hit also has a shorter duration (frames 6-8 → 6-7).}}
**{{buff|The late hit has increased base knockback (10 → 50), making it much safer on hit and allowing it to [[gimp]] more effectively.}}
***{{nerf|However, this has removed its ability to lock, removing another one of Jigglypuff's most reliable locking tools.}}
**{{change|The late hit now uses one extended hitbox rather than two normal hitboxes.}}
***{{buff|This increases its range below Jigglypuff.}}
***{{nerf|However, this also decreases its range above Jigglypuff.}}
**{{nerf|Neutral aerial auto-cancels later (frame 30 → 40), no longer doing so immediately after its hitboxes cease, significantly hindering its followup potential when combined with the late hit's higher base knockback.}}
**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Clean forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98) significantly hindering its KO potential.}}  
**{{nerf|Clean forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98) significantly hindering its KO potential.}}
**{{change|Late forward aerial has increased base knockback (12 → 30) improving its safety and edgeguarding potential but hindering its followup and locking potential.}}
***{{buff|However, this also improves its followup potential.}}  
**{{change|Late forward aerial has increased base knockback (12 → 30), improving its safety and edgeguarding potential but hindering its followup and locking potential.}}
**{{nerf|The far hit is positioned closer to Jigglypuff (z offset: 10 → 9/8), reducing its range.}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial deals more damage (12% → 13%) and has significantly increased knockback (10 (base)/90 (scaling) → (0/30)/120), making it a viable finisher at high percents.}}
**{{buff|Back aerial deals more damage (12% → 13%) and has significantly increased knockback (10 (base), 90 (scaling) → (0/30)/120), significantly improving its KO potential.}}
**{{nerf|Back aerial has increased startup lag with a shorter duration (frames 8-11 → 12-13), has more ending (FAF 33 → 40) and landing lag (15 frames → 18). It also auto-cancels later (frame 23 → 28). Altogether, these changes significantly hinder its spacing and [[Wall of Pain]] potentials. Additionally, despite Jigglypuff's slightly larger size, back aerial's range is unchanged, effectively giving it less range relative to Jigglypuff.}}
**{{change|Back aerial has a higher [[hitlag]] multiplier (1× → 1.2×). This makes it benefit from the introduction of [[frame cancelling]] more, but also makes it easier to [[DI]].}}
**{{nerf|Back aerial's angle has been altered (361° → 46°) which removes its ability to lock and hinders its wall of pain and KO potential.}}  
**{{change|As with most back aerials, back aerial now always launches opponents behind Jigglypuff.}}
**{{change|Back aerial has a higher [[hitlag]] multiplier (1× → 1.2×). This makes it safer on shield, but easier to [[DI]].}}
**{{nerf|Back aerial has more startup lag with a shorter duration (frames 8-11 → 12-13).}}
**{{nerf|Back aerial has more ending (FAF 33 → 40) and a longer animation (39 frames → 54), increasing the amount of time Jigglypuff cannot grab ledges after performing the move.}}
**{{nerf|Back aerial has more landing lag (15 frames → 18).}}
**{{nerf|Back aerial auto-cancels later (frame 23 → 28).}}
**{{nerf|Back aerial launches opponents at a higher angle (361° → 46°), which removes its ability to lock and hinders its KO potential.}}
**{{nerf|Back aerial's near hitbox has been removed.}}
***{{nerf|Altogether, these changes significantly hinder back aerial's spacing and [[Wall of Pain]] potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has a longer duration (9 frames 13) and increased vertical range.}}
**{{buff|Up aerial has a longer duration (frames 8-16 → 9-21).}}
**{{nerf|Up aerial has increased startup (frame 8 → 9) and ending lag (FAF 37 → 45).}}
**{{buff|Up aerial has a new animation where Jigglypuff extends its arm, with its hitboxes being moved upwards to compensate (x offset: 4/1/-2 7/4/1). This increases its vertical range.}}
***{{nerf|However, this also reduces its range below Jigglypuff and this new animation is longer (39 frames → 49).}}
**{{nerf|Up aerial has more startup (frame 8 → 9) and ending lag (FAF 37 → 45).}}
**{{nerf|Up aerial's near hitboxes are smaller (4u/4u → 3u/3u).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial has different angles, which change based on positioning instead of whether it hits a grounded or aerial opponent (270° (grounded)/30° (aerial) → 145°/280° (both)), and has a lower [[SDI multiplier]] (1.2× → 0.8×). Coupled with the weakening of [[SDI]], these changes allow it to connect much more reliably. It has also received an additional, ninth hit that deals higher knockback (20/10 (base)/100 (scaling) → 30/150) and launches at a horizontal angle (270°/30° → 42°), improving its edgeguarding potential.}}
**{{buff|Down aerial's angles (270° (grounded)/30° (aerial) → 145°/280° (both)), and knockback (20/10 (base), 0 (set), 100 (scaling) → 10/0/100 (lower hitbox), 0/30/100 (upper hitbox)) have been altered, making it connect much more reliably, especially against aerial opponents.}}
**{{nerf|Down aerial's first eight hits have less vertical reach, and deal less damage (2% → 1.5%), reducing the move's total damage output (16% → 14%). It also has increased start-up lag (frame 5 → 7), and auto-cancels later (frame 38 → 45), no longer auto-canceling in a short hop. Lastly, its new angles prevent it from [[trip]]ping opponents as well as gaining the ability to lock. Altogether, these changes hinder its ability to lead into [[Rest]].}}
***{{nerf|However, these new angles prevent it from [[trip]]ping grounded opponents, as well as gaining the ability to lock, hindering its ability to lead into [[Rest]].}}
**{{change|Down aerial's last hit has a higher hitlag multiplier (0.→ 2.), making it safer on shield, but easier to DI. It can now also launch opponents backward, which grants it new follow-up options, but removes some of its previous follow-up options impossible if the opponent is sent backwards.}}
**{{buff|The loop hits have a lower [[SDI multiplier]] (1.2× → 0.8×). Coupled with the weakening of [[SDI]], this makes down aerial much more difficult to escape from.}}
**{{buff|Down aerial now has an additional, ninth hit that launches opponents horinzontally (270° (grounded)/30° (aerial) → 45° (both)) and deals higher knockback (20/10 (base)/100 (scaling) → 30/150), improving its edgeguarding and KO potential.}}
***{{buff|This new final hit also decreases the move's ending lag as its total duration was not fully compensated.}}
***{{nerf|However much like with the first eight hits, this also hinders its followup potential against grounded opponents.}}
**{{change|The final hit has a much higher hitlag multiplier (0.8× → 2.).}}
**{{nerf|Down aerial has more start-up lag (frame 5 → 7).}}
**{{nerf|Down aerial has a longer total duration (FAF 50 → 53) as well as a longer animation (49 frames → 54).}}
**{{nerf|Down aerial auto-cancels later (frame 38 → 45), no longer doing so in a short hop.}}
**{{nerf|The loop hits deal less damage (2% → 1.5%), reducing the move's maximum damage output (16% → 14%).}}
**{{nerf|Down aerial has smaller hitboxes (6u/5.3u 3.4u (extended)/2.8u (loop hits), 5u/3u (final)).}}


===Throws/other attacks===
===Throws/other attacks===