Jigglypuff (SSB4): Difference between revisions

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(testing confirms the absence of a sourspot on the third soundwaves)
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|edgedesc=Performs a flip kick while climbing up onto the stage.
|edgedesc=Performs a flip kick while climbing up onto the stage.
|nsdefname=Rollout
|nsdefname=Rollout
|nsdefdmg=6% (minimum), 14% (fully charged)
|nsdefdmg=6% (minimum), 14% (fully charged), 23% (maximum via slopes)
|nsdefdesc=[[bulbapedia:Rollout (move)|Rolls forward to slam into the opponent]], similarly to [[Egg Roll]]. Its power, range, and speed can be increased by holding the special button. If not charged until Jigglypuff glows, it will harmlessly roll around and potentially get punished. On the ground, Rollout's direction can be changed mid-roll, which deals no damage until the turn is complete; in the air, pressing left or right will alter Jigglypuff's roll speed. When Rollout is fully charged, Jigglypuff will voice its name and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else until it lands or is hit. This makes Rollout dangerous to use off-stage or at an edge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the lower blast line. It can sweetspot the ledge, making it a situational recovery move, but it must be used very carefully due to its high ending lag, and charging still causes Jigglypuff to fall.
|nsdefdesc=[[bulbapedia:Rollout (move)|Rolls forward to slam into the opponent]], similarly to [[Egg Roll]]. Its power, range, and speed can be increased by holding the special button. If not charged until Jigglypuff glows, it will harmlessly roll around and potentially get punished. On the ground, Rollout's direction can be changed mid-roll, which deals no damage until the turn is complete; in the air, pressing left or right will alter Jigglypuff's roll speed. When Rollout is fully charged, Jigglypuff will voice its name and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else until it lands or is hit. This makes Rollout dangerous to use off-stage or at an edge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the lower blast line. It can sweetspot the ledge, making it a situational recovery move, but it must be used very carefully due to its high ending lag, and charging still causes Jigglypuff to fall.
|nsc1name=Relentless Rollout
|nsc1name=Relentless Rollout