Jigglypuff (SSB4): Difference between revisions

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==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
Jigglypuff has received a mix of buffs and nerfs in the transition to ''Smash 4'' however, despite being ranked as the third worst character in ''Brawl'', Jigglypuff was ultimately nerfed due to its most critical flaws from ''Brawl'' not being addressed, but rather worsened, while its few strengths (such as its air game and edgeguarding ability) have been toned down.
In ''Super Smash Bros. Brawl'', Jigglypuff was considered one of the worst characters in the entire game. While Jigglypuff did have strong aerial mobility, giving it a good aerial game, great edgeguarding and an excellent recovery, Jigglypuff suffered from having a terrible ground game, extremely poor reach, extremely poor endurance and it overall struggled to rack up damage and KO opponents outside of edgeguarding. As a result of this, Jigglypuff could easily be outspaced by most of the cast, who could also KO Jigglypuff with ease, while it struggled to KO its opponents in return.
 
While not changed as heavily as some other characters, Jigglypuff received a mix of buffs and nerfs in the transition to ''Super Smash Bros. 4'' however, despite being regarded as one of the worst characters in ''Brawl'', Jigglypuff was ultimately nerfed overall.


Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of [[edge-hogging]] gives it a much harder time edgeguarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as [[Pound]] grants less momentum than before, only marginally increasing its recovery distance when executed frame-perfectly, while simultaneously slowing it down significantly. Furthermore, Jigglypuff's jumps are marginally lower now (due to its higher gravity), and Rollout is now unsafe as a recovery option as Jigglypuff can no longer move left and right while falling after hitting an opponent with it. The addition of [[rage]] hinders its already poor endurance, and it usually cannot survive long enough to make effective use of the mechanic. The changes to [[shield]] mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a greater liability than in ''Brawl''. However the weakening of shields also allows Pound to break shields more easily, which coupled with the increased strength of [[Rest]], improves Jigglypuff's offensive capabilities somewhat. While Jigglypuff benefits from the drastic changes to [[hitstun]], as it is now able to perform true combos with its aerials again, its nerfed air game counterbalances this issue: its up, down and back aerials (particularly the latter) have increased lag. Its forward aerial, a staple move in previous games, deals less damage and less knockback, making it significantly less useful than before removing one of Jigglypuff's faster and safer KO options, while its lower short hop removes its notable ability to use two aerials in one short hop. Due to this, a down aerial no longer auto-cancels from a short hop, nerfing its approach. Its ground game was also weakened, as it no longer has access to [[DACUS]] and its smash attacks now deal less damage and knockback, with the reduction in ending lag for its down and up smashes and its faster dashing speed failing to compensate for this well enough. Because of these changes, its KOing ability is much worse, and even with the changes to hitstun allowing for some hit confirms into Rest, it still has difficulty landing said move and some of the setups Jigglypuff previously had into Rest (including down aerial and a jab lock) are either much more difficult and situational in the former's case or in the latter's case, no longer possible at all. In general, Jigglypuff's locking options are far worse due to alterations to its previous main locking moves. As a result, Jigglypuff's remaining locking options either stop working before rest can KO or in down smash's case; it is too laggy and sends opponents too far away and the new three hit lock limit naturally hinders Jigglypuff's damage racking potential after locking an opponent.
Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of [[edge-hogging]] gives it a much harder time edgeguarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as [[Pound]] grants less momentum than before, only marginally increasing its recovery distance when executed frame-perfectly, while simultaneously slowing it down significantly. Furthermore, Jigglypuff's jumps are marginally lower now (due to its higher gravity), and Rollout is now unsafe as a recovery option as Jigglypuff can no longer move left and right while falling after hitting an opponent with it. The addition of [[rage]] hinders its already poor endurance, and it usually cannot survive long enough to make effective use of the mechanic. The changes to [[shield]] mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a greater liability than in ''Brawl''. However the weakening of shields also allows Pound to break shields more easily, which coupled with the increased strength of [[Rest]], improves Jigglypuff's offensive capabilities somewhat. While Jigglypuff benefits from the drastic changes to [[hitstun]], as it is now able to perform true combos with its aerials again, its nerfed air game counterbalances this issue: its up, down and back aerials (particularly the latter) have increased lag. Its forward aerial, a staple move in previous games, deals less damage and less knockback, making it significantly less useful than before removing one of Jigglypuff's faster and safer KO options, while its lower short hop removes its notable ability to use two aerials in one short hop. Due to this, a down aerial no longer auto-cancels from a short hop, nerfing its approach. Its ground game was also weakened, as it no longer has access to [[DACUS]] and its smash attacks now deal less damage and knockback, with the reduction in ending lag for its down and up smashes and its faster dashing speed failing to compensate for this well enough. Because of these changes, its KOing ability is much worse, and even with the changes to hitstun allowing for some hit confirms into Rest, it still has difficulty landing said move and some of the setups Jigglypuff previously had into Rest (including down aerial and a jab lock) are either much more difficult and situational in the former's case or in the latter's case, no longer possible at all. In general, Jigglypuff's locking options are far worse due to alterations to its previous main locking moves. As a result, Jigglypuff's remaining locking options either stop working before rest can KO or in down smash's case; it is too laggy and sends opponents too far away and the new three hit lock limit naturally hinders Jigglypuff's damage racking potential after locking an opponent.