Jigglypuff (SSB4): Difference between revisions

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==Attributes==
==Attributes==
Jigglypuff is a character of the extremes: it has the second highest [[traction]], the second fastest [[air speed]], its [[air acceleration]] is one of the fastest, the slowest [[falling speed]] and the lowest [[gravity]]. These stats make Jigglypuff a very mobile character in the air and give it easily controllable ground movement. However, it has the slowest [[walking]] speed and the second slowest [[dash]]ing speed, as well as the lowest [[weight]] and the weakest [[jump]]s. These make it unable to quickly traverse the stage on foot and susceptible to early KOs. To make up for its low jumping force, however, it has six [[midair jump]]s, which further enhance its aerial evasiveness.
Jigglypuff is a character of the extremes, as this is apparent in it's attributes: it has the second highest [[traction]], the second fastest [[air speed]], its [[air acceleration]] is one of the fastest, the slowest [[falling speed]] and the lowest [[gravity]]. These stats make Jigglypuff a very mobile character in the air and give it easily controllable ground movement. However, it has the slowest [[walking]] speed and the second slowest [[dash]]ing speed, as well as the lowest [[weight]] and the weakest [[jump]]s. These make it unable to quickly traverse the stage on foot and susceptible to early KOs. To make up for its low jumping force, however, it has six [[midair jump]]s, which further enhance its aerial evasiveness.


Unsurprisingly, Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes, and in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide with an attack's final frames. All of its aerials, aside from its up aerial, also have enough range to be [[spacing|spaced]] correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and one of the strongest [[sex kick]]s in the game, even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being just strong enough. Due to its speed and power, it also works as a good [[out of shield]] or approach option. Forward aerial has the second weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can also easily put opponents off-stage, and is the main component of the very well-known [[wall of pain]]: once an opponent with a poor recovery is sent off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, from where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, KOing reliably at 135%. It is also safe on shield due to its high damage output and above average hitlag, though it is also its slowest aerial, making it a bit predictable. Up aerial has a very long-lasting hitbox, which can be problematic for any opponent that has issues dealing with [[juggling]]. Lastly, down aerial can be used as a highly damaging out of shield or pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves.
Unsurprisingly, Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes, and in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide with an attack's final frames. All of its aerials, aside from its up aerial, also have enough range to be [[spacing|spaced]] correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and one of the strongest [[sex kick]]s in the game, even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being just strong enough. Due to its speed and power, it also works as a good [[out of shield]] or approach option. Forward aerial has the second weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can also easily put opponents off-stage, and is the main component of the very well-known [[wall of pain]]: once an opponent with a poor recovery is sent off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, from where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, KOing reliably at 135%. It is also safe on shield due to its high damage output and above average hitlag, though it is also its slowest aerial, making it a bit predictable. Up aerial has a very long-lasting hitbox, which can be problematic for any opponent that has issues dealing with [[juggling]]. Lastly, down aerial can be used as a highly damaging out of shield or pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves.
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Jigglypuff is also held back by six serious weaknesses, which also create other kinds of noticeable flaws. The most detrimental is its survivability: Jigglypuff's stats result in it having the shortest endurance in the game. As a result, it can be knocked out at 40% with a sufficiently strong attack. Unlike in ''[[Melee]]'', Jigglypuff is unable to use its floatiness defensively outside of [[SDI]]. The introduction of rage is an additional burden, since opponents can send it flying even earlier. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff's [[shield jump]] has enough force to KO it even from the very bottom of [[Palutena's Temple]]. This makes shielding very risky at low percentages, as the possibly survivable punishes normally received after a shield break are replaced by a guaranteed KO that can only be stopped by a ceiling.
Jigglypuff is also held back by six serious weaknesses, which also create other kinds of noticeable flaws. The most detrimental is its survivability: Jigglypuff's stats result in it having the shortest endurance in the game. As a result, it can be knocked out at 40% with a sufficiently strong attack. Unlike in ''[[Melee]]'', Jigglypuff is unable to use its floatiness defensively outside of [[SDI]]. The introduction of rage is an additional burden, since opponents can send it flying even earlier. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff's [[shield jump]] has enough force to KO it even from the very bottom of [[Palutena's Temple]]. This makes shielding very risky at low percentages, as the possibly survivable punishes normally received after a shield break are replaced by a guaranteed KO that can only be stopped by a ceiling.


Furthermore, Jigglypuff has a very problematic ground game. While most of its ground moves are fast in proportion to their power, its crippling lack of range and slow ground approach prevent it from racking up large amounts of damage with only a few moves. This is further worsened when considering the utility of its grounded attacks: neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a [[semi-spike]] with high base knockback. As for its smash attacks, forward smash has incredibly high knockback scaling, while down smash has intangibility and the lowest launch angle of any other conventional semi-spike. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game and the second most damaging set of throws (tied with Ganondorf and being surpassed only by {{SSB4|Bowser}}), the former have very short range and the latter lack any follow-up or KO potentials. This also results in Jigglypuff being easily kept at bay by shields without usage of Pound's high [[shield damage]].
Furthermore, Jigglypuff has a very problematic ground game. While most of its ground moves are fast in proportion to their power, its crippling lack of range and slow ground approach prevent it from racking up large amounts of damage with only a few moves. This is further worsened when considering the utility of its grounded attacks: neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a [[semi-spike]] with high base knockback. As for its smash attacks, forward smash has incredibly high knockback scaling, while down smash has intangibility and the lowest launch angle of any other conventional semi-spike. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game and the second most damaging set of throws (tied with Ganondorf and being surpassed only by {{SSB4|Bowser}}), the former have very short range and the latter lack any follow-up or KO potentials, with it's strongest throw, up throw, not being able to KO reliably even well beyond 200%. This also results in Jigglypuff being easily kept at bay by shields without usage of Pound's high [[shield damage]].


Jigglypuff's approach, despite being good in the air, is overall predictable and flawed. Most of the time, Jigglypuff might have to be close to the opponent, read its reaction in order to approach, or bait it in order to make its move. Its aerial moves are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration and despite its low cooldown. Coupled with the overall short range on its attacks, it is at a big disadvantage against characters with large disjoints like {{SSB4|Marth}}, {{SSB4|Shulk}} and Cloud. Half of Jigglypuff's special moveset is largely useless. [[Rollout]] is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and immobilizes Jigglypuff even after a successful hit. [[Sing]] has awkward timing, little range and does not work on aerial opponents. Its [[sleep]] effect can also be shortened with [[button mashing]], reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable recovery move, instead relying on its remaining jumps and Pound to recover, making it easy to gimp despite its usual off-stage comfort.
Jigglypuff's approach, despite being good in the air, is overall predictable and flawed. Most of the time, Jigglypuff might have to be close to the opponent, read its reaction in order to approach, or bait it in order to make its move. Its aerial moves are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration and despite its low cooldown. Coupled with the overall short range on its attacks, it is at a big disadvantage against characters with large disjoints like {{SSB4|Marth}}, {{SSB4|Shulk}} and Cloud. It's polarizing mobility is also a noticeable flaw. Although it has among the greatest aerial games in ''SSB4'', it's ground movement is infamously one of the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other light[[weight]] characters can, and in turn makes it very troubling on the offensive side of battle should it be going against speed-oriented characters, such as {{SSB4|Sonic}}.
 
Additionally, half of Jigglypuff's special moveset is largely useless. [[Rollout]] is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and immobilizes Jigglypuff even after a successful hit. [[Sing]] has awkward timing, little range and does not work on aerial opponents, and despite not having a hitbox, can be [[counter]]ed. Its [[sleep]] effect can also be shortened with [[button mashing]], reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable recovery move, instead relying on its remaining jumps and Pound to recover, making it easy to gimp despite its usual off-stage comfort.


Lastly, Jigglypuff has among the least effective [[Character customization|custom moves]] in the game, with only three having utility that overall surpass the default versions. Relentless Rollout has much less power, but is much faster, hits multiple times and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Hyper Voice is better for protecting Jigglypuff, since it deals reasonable knockback and works in the air. These benefits are marginal, however, and its other custom moves are disregarded in favor of the default versions due to their infamously low utility. Spinphony is its most notably inferior custom move, as it has very high start-up, a very long interval between its active hitboxes, and very long ending lag, which are flaws that more than make up for the moves' utility at reversing opponents out.
Lastly, Jigglypuff has among the least effective [[Character customization|custom moves]] in the game, with only three having utility that overall surpass the default versions. Relentless Rollout has much less power, but is much faster, hits multiple times and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Hyper Voice is better for protecting Jigglypuff, since it deals reasonable knockback and works in the air. These benefits are marginal, however, and its other custom moves are disregarded in favor of the default versions due to their infamously low utility. Spinphony is its most notably inferior custom move, as it has very high start-up, a very long interval between its active hitboxes, and very long ending lag, which are flaws that more than make up for the moves' utility at reversing opponents out.
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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Despite being ranked as the third worst character in ''[[Brawl]]'', Jigglypuff has received a mix of buffs and nerfs (both directly and indirectly) in the transition to ''SSB4''. However, it 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 nerfed.  
Despite being ranked as the third worst character in ''[[Brawl]]'', Jigglypuff has received a mix of buffs and nerfs (both directly and indirectly) in the transition to ''SSB4''. However, even in spite of it's powerful moves receiving even more strength, it 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 nerfed.  


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. 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.
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. 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.


On the other hand, Jigglypuff benefits from the drastic changes to [[hitstun]], as it is now able to perform true combos with its aerials again, although its air game has been nerfed: its up, down and back aerials (notably the latter) have increased lag, while its lower short hop removes both its ability to use two aerials in one short hop. Due to this, a down aerial no longer autocancels out of a short hop, nerfing its approach. Its ground game was also weakened, as it no longer as access to its [[DACUS]] and its smash attacks deal less damage and knockback, with the reduction in endlag for its down and up smashes and its faster dashing speed failing to compensate for this well enough. Lastly, because of these changes, its KOing ability is thus worse, and even with the changes to hitstun allowing for some confirms into Rest, it still has difficulty landing said move.
On the other hand, Jigglypuff benefits from the drastic changes to [[hitstun]], as it is now able to perform true combos with its aerials again, although its air game has been nerfed: its up, down and back aerials (most notably the latter) have increased lag. It's forward aerial, which was a staple move in previous games, deals less damage and has much less knockback scaling, making it significantly less useful compared to what it was, while its lower short hop removes both its notable ability to use two aerials in one short hop. Due to this, a down aerial no longer autocancels out of a short hop, nerfing its approach. Its ground game was also weakened, as it no longer as access to its [[DACUS]] and its smash attacks deal less damage and knockback, with the reduction in endlag for its down and up smashes and its faster dashing speed failing to compensate for this well enough. Lastly, because of these changes, its KOing ability is thus worse, and even with the changes to hitstun allowing for some confirms into Rest, it still has difficulty landing said move.


However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been largely restored since ''Brawl'', which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, at the cost of back aerial's noticeable speed loss due to it being repurposed as a KO move. Also, its dash attack is now able to block weak attacks, giving it both a new approach tactic and a way to deal with projectiles.  
However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been largely restored since ''Brawl'', which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, at the cost of back aerial's noticeable speed loss due to it being repurposed as a KO move. A lot of it's moves also have less lag, improving it's approach and speed altogether, albeit for the exchange of less damage. Also, its dash attack is now able to block weak attacks, giving it both a new approach tactic and a way to deal with projectiles.  


Despite these buffs, however, they do not properly compensate for the large nerfs it has received. As a result, it is one of the few characters to have been clearly nerfed in its transition from ''Brawl'', alongside {{SSB4|Meta Knight}}, {{SSB4|Marth}}, {{SSB4|Falco}}, {{SSB4|Olimar}} and {{SSB4|King Dedede}}. However, it is important to note several points: the former three characters (as well as several bottom tier characters like {{SSB4|Charizard}}, {{SSB4|Ganondorf}} and {{SSB4|Zelda}}) have received buffs over game updates, whereas Jigglypuff has not. Despite the latter two characters not receiving noticeable buffs on game updates, their nerfs in the transition are not significant enough to worsen their respective standings among the ''SSB4'' cast when compared to Jigglypuff's more critical flaws. The majority of the ''Brawl'' cast has also been buffed to varying degrees, most notably its fellow bottom-tiered characters, such as {{SSB4|Mario}} and {{SSB4|Captain Falcon}}. Lastly, it doesn't really benefit from a slightly more favorable matchup spread due to certain dominant characters from ''Brawl'', such as {{SSBB|Meta Knight}}, being nerfed, as they still have clear strengths that Jigglypuff either lacks or said strengths get counterbalanced by its weaknesses, allowing those chacarters to overcome Jigglypuff. As such, Jigglypuff's standing among the rest of the cast is worse than in ''Brawl'', which is reflected in its tier position and it once again lacking viability in competitive play.
Despite these buffs, however, they do not properly compensate for the large nerfs it has received. As a result, it is one of the few characters to have been clearly nerfed in its transition from ''Brawl'', alongside {{SSB4|Meta Knight}}, {{SSB4|Marth}}, {{SSB4|Falco}}, {{SSB4|Olimar}} and {{SSB4|King Dedede}}. However, it is important to note several points: the former three characters (as well as several bottom tier characters like {{SSB4|Charizard}}, {{SSB4|Ganondorf}} and {{SSB4|Zelda}}) have received buffs over game updates, whereas Jigglypuff has not. Despite the latter two characters not receiving noticeable buffs on game updates, their nerfs in the transition are not significant enough to worsen their respective standings among the ''SSB4'' cast when compared to Jigglypuff's more critical flaws. The majority of the ''Brawl'' cast has also been buffed to varying degrees, most notably its fellow bottom-tiered characters, such as {{SSB4|Mario}} and {{SSB4|Captain Falcon}}. Lastly, it doesn't really benefit from a slightly more favorable matchup spread due to certain dominant characters from ''Brawl'', such as {{SSBB|Meta Knight}}, being nerfed, as they still have clear strengths that Jigglypuff either lacks or said strengths get counterbalanced by its weaknesses, allowing those chacarters to overcome Jigglypuff. As such, Jigglypuff's standing among the rest of the cast is worse than in ''Brawl'', which is reflected in its tier position and it once again lacking viability in competitive play.
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===Tier placement and history===
===Tier placement and history===
In the early metagame, it was widely believed by most players that Jigglypuff's buffs from ''Brawl'' would allow it to perform better in ''SSB4''. However, its results and representation outside of [[doubles]] play were never as high as other characters that would rank above it in the future, and it would soon become clear that Jigglypuff had ironically lost much more than it gained in the transition. Despite the improved balancing of other characters, it infamously remained stagnant in game updates. It would at first rank 55th out of 56 in the first [[tier list]] released by the ''4BR'', one place near the bottom of the J tier. Jigglypuff continues to languish in the bottom tier, and due to still being unchanged by recent game updates while other bottom-tiered characters like {{SSB4|Zelda}} and {{SSB4|Ganondorf}} have received numerous buffs, it is currently ranked as the worst character on the second tier list, placing 58th at the very bottom of the H tier.
In the early metagame, it was widely considered that Jigglypuff was, at best, a mid to low tier character, and that Jigglypuff's buffs from ''Brawl'' would allow it to perform better in ''SSB4''. However, its results and representation outside of [[doubles]] play were never as high as other characters that would rank above it in the future, and it would soon become clear that Jigglypuff had ironically lost much more than it gained in the transition. Despite the improved balancing of other characters, it infamously remained stagnant in game updates, with only a glitch that gave [[Rollout]] mindgame potential, being fixed in 1.0.4. It would at first rank 55th out of 56 in the first [[tier list]] released by the ''4BR'', one place near the bottom of the J tier. Jigglypuff continues to languish in the bottom tier, and due to still being unchanged by recent game updates while other bottom-tiered characters like {{SSB4|Zelda}} and {{SSB4|Ganondorf}} have received numerous buffs, it is currently ranked as the worst character on the second tier list, placing 58th at the very bottom of the H tier.


==Trophies==
==Trophies==