Jigglypuff (SSB4)/Forward aerial: Difference between revisions
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==Overview== | ==Overview== | ||
Jigglypuff dropkicks in front of | Jigglypuff dropkicks in front of it. One of its main ways of approaching, as it comes out fast, has a lasting hitbox and can combo opponents, It is also able to autocancel in a short hop fast fall when the fast fall is slightly delayed. It deals weak damage, but it can frequently combo into Rest, especially with the late hitbox, due to the low knockback and endlag of the move. Forward aerial also has use in certain lock combos, although infrequently, Forward aerial works well for edgeguarding as well, since the hitbox has a bit of range and lasts for a while, and the move can be used for its notorious [[wall of pain]] combo. | ||
The move is held back by some flaws, notably the poor range and the feet hurtboxes being stretched out, making it easier to hit Jigglypuff. It is also weak in both knockback and damage, usually only being able to kill at high percents near the blastzone. This severely limits the utility of the move. but it still remains an important part of | The move is held back by some flaws, notably the poor range and the feet hurtboxes being stretched out, making it easier to hit Jigglypuff. It is also weak in both knockback and damage, usually only being able to kill at high percents near the blastzone. This severely limits the utility of the move. but it still remains an important part of its kit, due to its strengths. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 01:10, March 20, 2022
Overview
Jigglypuff dropkicks in front of it. One of its main ways of approaching, as it comes out fast, has a lasting hitbox and can combo opponents, It is also able to autocancel in a short hop fast fall when the fast fall is slightly delayed. It deals weak damage, but it can frequently combo into Rest, especially with the late hitbox, due to the low knockback and endlag of the move. Forward aerial also has use in certain lock combos, although infrequently, Forward aerial works well for edgeguarding as well, since the hitbox has a bit of range and lasts for a while, and the move can be used for its notorious wall of pain combo.
The move is held back by some flaws, notably the poor range and the feet hurtboxes being stretched out, making it easier to hit Jigglypuff. It is also weak in both knockback and damage, usually only being able to kill at high percents near the blastzone. This severely limits the utility of the move. but it still remains an important part of its kit, due to its strengths.
Hitboxes
Timing
Initial autocancel | 1-3 |
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Clean hit | 8-9 |
Late hit | 10-20 |
Ending autocancel | 28- |
Interruptible | 37 |
Animation length | 39 |
Landing lag
Animation length | 15 |
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Lag time |
Hitbox |
Hitbox change |
Autocancel |
Interruptible |
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