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Jigglypuff (SSBU)/Neutral special: Difference between revisions

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|damage=7.0%
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|sfx=Kick
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|slvl=L
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|hitbits=No Floor
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Revision as of 01:57, January 23, 2022

This article is about the hitbox visualization in Super Smash Bros. Ultimate. For the move itself, see Rollout.
Hitbox visualization showing Jigglypuff's neutral special, Rollout, when grounded.
Hitbox visualization showing Jigglypuff's neutral special, Rollout, when aerial.
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Overview

Jigglypuff curls into a ball before beginning to rapidly spin. When executed, the strength of the attack can range from 10% to 20% depending on how long it has been charged for, with decent KOing potential at mid-high percents.

The lengthy amount of time to even partially charge (2/3rds of a second), its abysmal hitboxes and range, lack of combo potential, and audio cue make it predictable and difficult to justify using over most of its other moves. This is highlighted when Jigglypuff is aiming to get back onstage, as the attack will not often KO opponents in most positions, and if they decide to intercept Rollout in midair, Jigglypuff will be left helpless until it miraculously hits the ledge, gets attacked, or worse, falls offstage. While Rollout can grab the ledge, the hitboxes’ terrible range makes it unreliable and unwarranted given how much risk the Jigglypuff has to consider when using Rollout as a potential recovery option. Rollout, however, has tiny merits: if an opponent is shielding specifically on the edge of a platform, Jigglypuff’s rollout can potentially break the opponent’s shield, which could offer numerous follow ups such as its up aerial or down aerial into Rest. However, its down aerial is already quite excellent at pressuring shields in most other situations even via the ledge, meaning that even at this niche, Rollout does not offer any benefits in practice.

Due to the minuscule amount of merits Rollout is seriously applicable for, the attack is extremely rarely seen, and is mostly considered a gimmick.

Update History

Super Smash Bros. Ultimate 6.0.0

  • Buff Rollout reaches its full charge faster (frame 60 → 51).

Hitboxes

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Grounded
0 0 0 7.0% 0 AngleIcon30.png Forward 60 60 0 HitboxTableIcon(False).png 2.5 top 0.0 5.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png No Floor All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png
Aerial
0 0 0 10.0% 0 AngleIcon30.png Forward 60 60 0 HitboxTableIcon(False).png 2.5 top 0.0 7.0 0.0 1.0× 1.0× 0% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png EffectIcon(Normal).png TypeIcon(Body).png HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png L Kick SpecialsDirect.png No Floor All HitboxTableIcon(Blockable).png HitboxTableIcon(Unreflectable).png HitboxTableIcon(Unabsorbable).png HitboxTableIcon(False).png HitboxTableIcon(False).png HitboxTableIcon(False).png