Editing Jigglypuff (SSB4)
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**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}} | **{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{nerf| | **{{nerf|Clean forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98) significantly hindering its KO potential.}} | ||
***{{buff|However, this also improves its followup potential.}} | ***{{buff|However, this also improves its followup potential.}} | ||
**{{change|Late forward aerial has increased base knockback (12 → 30), improving its safety and edgeguarding potential but hindering its followup and locking potential.}} | **{{change|Late forward aerial has increased base knockback (12 → 30), improving its safety and edgeguarding potential but hindering its followup and locking potential.}} | ||
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**{{nerf|Back aerial launches opponents at a higher angle (361° → 46°), which removes its ability to lock and hinders its KO potential.}} | **{{nerf|Back aerial launches opponents at a higher angle (361° → 46°), which removes its ability to lock and hinders its KO potential.}} | ||
**{{nerf|Back aerial's near hitbox has been removed. The move is also less disjointed due to Jigglypuff's size being increased, without the hitboxes being moved to compensate.}} | **{{nerf|Back aerial's near hitbox has been removed. The move is also less disjointed due to Jigglypuff's size being increased, without the hitboxes being moved to compensate.}} | ||
***{{nerf|Altogether, these changes significantly | ***{{nerf|Altogether, these changes significantly hinder back aerial's spacing and [[Wall of Pain]] potential.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has a longer duration (frames 8-16 → 9-21).}} | **{{buff|Up aerial has a longer duration (frames 8-16 → 9-21).}} | ||
**{{buff|Up aerial has a new animation where Jigglypuff extends its arm, with its hitboxes being moved upwards to | **{{buff|Up aerial has a new animation where Jigglypuff extends its arm, with its hitboxes being moved upwards to compensate (x offset: 4/1/-2 → 7/4/1). This increases its vertical range.}} | ||
***{{nerf|However, this also reduces its range below Jigglypuff | ***{{nerf|However, this also reduces its range below Jigglypuff and the new animation is longer (39 frames → 49).}} | ||
**{{nerf|Up aerial has more startup (frame 8 → 9) and ending lag (FAF 37 → 45).}} | **{{nerf|Up aerial has more startup (frame 8 → 9) and ending lag (FAF 37 → 45).}} | ||
**{{nerf|Up aerial's near hitboxes are smaller (4u/4u → 3u/3u).}} | **{{nerf|Up aerial's near hitboxes are smaller (4u/4u → 3u/3u).}} | ||
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**{{buff|Down aerial now has an additional, ninth hit that launches opponents horinzontally (270° (grounded)/30° (aerial) → 45° (both)) and deals higher knockback (20/10 (base)/100 (scaling) → 30/150), improving its edgeguarding and KO potential.}} | **{{buff|Down aerial now has an additional, ninth hit that launches opponents horinzontally (270° (grounded)/30° (aerial) → 45° (both)) and deals higher knockback (20/10 (base)/100 (scaling) → 30/150), improving its edgeguarding and KO potential.}} | ||
***{{buff|This new final hit also decreases the move's ending lag as its total duration was not fully compensated.}} | ***{{buff|This new final hit also decreases the move's ending lag as its total duration was not fully compensated.}} | ||
***{{nerf|However | ***{{nerf|However much like with the first eight hits, this also hinders its followup potential against grounded opponents, in addition to sending aerial opponents at a higher angle.}} | ||
**{{change|The final hit has a much higher hitlag multiplier (0.8× → 2.2×).}} | **{{change|The final hit has a much higher hitlag multiplier (0.8× → 2.2×).}} | ||
**{{nerf|Down aerial has more start-up lag (frame 5 → 7).}} | **{{nerf|Down aerial has more start-up lag (frame 5 → 7).}} |