Jigglypuff (SSB4): Difference between revisions

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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]].
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. 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 [[lightweight]] 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}}.  
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.
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, deals no damage whatsoever, and very long ending lag, to where one could use it from the upper blast zone of the stage, and be dragged down to the lower blast zone by the ending of the move, which are flaws that more than make up for the moves' utility at reversing opponents out.


Overall, Jigglypuff can rack up damage and KO opponents faster, but can be KOed just as quickly. As a result of its very risky playstyle and mechanics, its popularity among competitive players still remains poor, as it has notoriously low tournament representation and almost no tournament results in singles at high levels of play. Even so, Jigglypuff has already received better representation and results than in ''Brawl'', as it has more dedicated players, such as {{Sm|CrazieCuban}}, {{Sm|Hungrybox}}, {{Sm|RDR7}} and {{Sm|Serynder}}, who have performed decently at their local regionals. It should also be noted that Jigglypuff fares much better in [[doubles]], as its combination of evasiveness and strength are well-suited to this environment courtesy of a teammate's attacks giving Jigglypuff many new options.
Overall, Jigglypuff can rack up damage and KO opponents faster, but can be KOed just as quickly. As a result of its very risky playstyle and mechanics, its popularity among competitive players still remains poor, as it has notoriously low tournament representation and almost no tournament results in singles at high levels of play. Even so, Jigglypuff has already received better representation and results than in ''Brawl'', as it has more dedicated players, such as {{Sm|CrazieCuban}}, {{Sm|Hungrybox}}, {{Sm|RDR7}}, {{Sm|LeeT}}, and {{Sm|Serynder}}, who have performed decently at their local regionals. It should also be noted that Jigglypuff fares much better in [[doubles]], as its combination of evasiveness and strength are well-suited to this environment courtesy of a teammate's attacks giving Jigglypuff many new options.


==Changes from ''Brawl''==
==Changes from ''Brawl''==