Editing Jigglypuff (SSBM)
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**{{buff|Jigglypuff's [[midair jump]]s now all give height, greatly improving its recovery and ability to chase aerial opponents.}} | **{{buff|Jigglypuff's [[midair jump]]s now all give height, greatly improving its recovery and ability to chase aerial opponents.}} | ||
***{{nerf|However, Jigglypuff's first two mid-air jumps (especially the second one) grant less height.}} | ***{{nerf|However, Jigglypuff's first two mid-air jumps (especially the second one) grant less height.}} | ||
*{{change|Jigglypuff's [[gravity]] is slightly lower (0.0667 (2) → 0.064), going from the second lowest to the lowest | *{{change|Jigglypuff's [[gravity]] is slightly lower (0.0667 (2) → 0.064), going from the second lowest to the absolute lowest.}} | ||
*{{change|Jigglypuff's [[falling speed]] is slightly higher (1.267 (38) → 1.3), although it is still the lowest in the game.}} | *{{change|Jigglypuff's [[falling speed]] is slightly higher (1.267 (38) → 1.3), although it is still the lowest in the game.}} | ||
**{{nerf|However, Jigglypuff's [[fast fall]]ing speed is much slower (2.0167 (60.5) → 1.6). The difference between its falling speed and fast falling speed is much lower (increase: 59.2% → 23.1%), which makes it more predictable when landing and gives it fewer options in the air.}} | **{{nerf|However, Jigglypuff's [[fast fall]]ing speed is much slower (2.0167 (60.5) → 1.6). The difference between its falling speed and fast falling speed is much lower (increase: 59.2% → 23.1%), which makes it more predictable when landing and gives it fewer options in the air.}} | ||
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*{{buff|Forward [[roll]] has less startup lag with a longer duration (frames 4-19 → 2-18).}} | *{{buff|Forward [[roll]] has less startup lag with a longer duration (frames 4-19 → 2-18).}} | ||
*{{nerf|Both rolls have more ending lag (FAF 32 → 35).}} | *{{nerf|Both rolls have more ending lag (FAF 32 → 35).}} | ||
*{{nerf|Jigglypuff's hair and ears now have hurtboxes | *{{nerf|Jigglypuff's hair and ears now have hurtboxes.}} | ||
*{{nerf|The removal of [[Teleport (SSB)|teleporting]] hinders Jigglypuff's grounded approach more so than any other veteran.}} | *{{nerf|The removal of [[Teleport (SSB)|teleporting]] hinders Jigglypuff's grounded approach more so than any other veteran.}} | ||
*{{buff|The introduction of [[air dodging]] greatly helps Jigglypuff as air dodging not only gives Jigglypuff an additional recovery option if it runs out of jumps but they also give Jigglypuff superior landing options on platforms.}} | *{{buff|The introduction of [[air dodging]] greatly helps Jigglypuff as air dodging not only gives Jigglypuff an additional recovery option if it runs out of jumps but they also give Jigglypuff superior landing options on platforms.}} | ||
*{{nerf|Jigglypuff's [[shield]] is | *{{nerf|Jigglypuff's [[shield]] is much smaller; going from being twice the size of Jigglypuff (being the largest shield in ''Smash 64'') to now failing to cover Jigglypuff's whole body.}} | ||
*{{buff|The changes to shields benefit Jigglypuff more than most other veterans as it makes Jigglypuff much less vulnerable to shield breaks (despite its higher traction), making its unique shield break less of a detriment. It also doesn't hurt Jigglypuff's own shield pressure as much as other returning veterans.}} | *{{buff|The changes to shields benefit Jigglypuff more than most other veterans as it makes Jigglypuff much less vulnerable to shield breaks (despite its higher traction), making its unique shield break less of a detriment. It also doesn't hurt Jigglypuff's own shield pressure as much as other returning veterans.}} | ||
*{{buff|The changes to [[ledge]] [[intangibility]] | *{{buff|The changes to [[ledge]] [[intangibility]] benefits Jigglypuff more so than any other veteran as it can now easily stall by the ledge with minimal risk which can be extremely difficult to deal with.}} | ||
===Ground attacks=== | ===Ground attacks=== |