Template:SSB4 to SSBU changelist/Jigglypuff: Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|Due to the aesthetic used in ''Ultimate'', Jigglypuff's model features a more subdued color scheme. Its its irises are more detailed, and its eyes and ears are slightly smaller. It more closely resembles its appearance in recent mainline ''Pokémon'' titles as a result.}}
*{{change|Due to the aesthetic used in ''Ultimate'', Jigglypuff's model features a more subdued color scheme. Its irises are more detailed, and its eyes and ears are slightly smaller. It more closely resembles its appearance in recent mainline ''Pokémon'' titles as a result.}}
**{{change|Jigglypuff's eyes are now a modeled part of its body rather than a texture.}}
*{{change|The animation where Jigglypuff looks back is an [[idle pose]] rather than being a part of its main animation, although it reuses its idle animation from past games when holding a small item.}}
*{{change|The animation where Jigglypuff looks back is an [[idle pose]] rather than being a part of its main animation, although it reuses its idle animation from past games when holding a small item.}}
*{{change|Jigglypuff is slightly more expressive, using a wider variety of expressions rather than simply smiling. For instance, it appears angry when throwing an opponent or charging its side smash, and it has a pained look when shielding.}}
*{{change|Jigglypuff is slightly more expressive, using a wider variety of expressions rather than simply smiling. For instance, it appears angry when throwing an opponent or charging its side smash, and it has a pained look when shielding.}}
*{{change|Jigglypuff's ears fold slightly inward when using [[Rollout]] or [[Rest]].}}
*{{change|Jigglypuff's ears fold slightly inward when using [[Rollout]] or [[Rest]].}}
*{{change|Jigglypuff has new walking animations. Its slow walking animation is a tiptoe similar to its running animation, while its standard walking animation faces more toward the screen.}}
*{{change|Jigglypuff has new walking animations. Its slow-walking animation is a tiptoe similar to its running animation, while its standard walking animation faces more toward the screen.}}
*{{change|[[Air dodge]] animation has changed, where Jigglypuff poses more gracefully during the ending lag.}}
*{{change|Jigglypuff's [[air dodge]] animation has changed, with it posing more gracefully during the ending lag.}}
*{{change|Jigglypuff has two new [[victory pose]]s:}}
*{{change|Jigglypuff has two new [[victory pose]]s:}}
**{{change|It jumps twice, spins around, and assumes a pose similar to its render from ''SSB4''.}}
**{{change|It jumps twice, spins around, and assumes a pose similar to its render from ''SSB4''.}}
**{{change|It runs into the scene, does a backflip, and assumes a pose similar to its official art from ''Pokémon Yellow Version''.}}
**{{change|It runs into the scene, does a backflip, and assumes a pose similar to its official art from ''Pokémon Yellow Version''.}}
*{{change|In the Japanese language, [[Sing]] and [[Puff Up]] now use a smooth echo effect instead of a reverberating echo effect, matching the rest of the languages (except the latter in English); the former's effect itself has also been toned down, and for the latter, it uses the regular echo effect used by other characters, instead of the voice clip itself having the effect, akin to the French and German versions.}}


===Attributes===
===Attributes===
*{{buff|Like all characters, Jigglypuff's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Like all characters, Jigglypuff's [[jumpsquat]] animation takes 3 frames to complete (down from 6).}}
*{{buff|Jigglypuff [[run|runs]] faster (1.155 → 1.271).}}
*{{buff|Jigglypuff [[run]]s slightly faster (1.155 → 1.271).}}
**{{buff|Jigglypuff's initial [[dash]] is faster (1.4 → 1.65).}}
**{{buff|Jigglypuff's initial [[dash]] is faster (1.4 → 1.65).}}
*{{buff|Jigglypuff [[walk|walks]] slightly faster (0.7 → 0.735).}}
*{{buff|Jigglypuff [[walk]]s slightly faster (0.7 → 0.735).}}
*{{buff|Jigglypuff's [[air speed]] is faster (1.269 → 1.332).}}
*{{buff|Jigglypuff's [[air speed]] is faster, now being nearly as fast as it was in ''Melee'' (1.269 → 1.332).}}
*{{change|Jigglypuff's traction is higher (0.0718 → 0.087), but is much lower relative to the roster, going from the second-highest traction in ''SSB4'' to being tied for the 65th–66th highest traction in ''Ultimate''.}}
*{{change|Jigglypuff's traction is higher (0.0718 → 0.087), but much lower relative to the returning cast, going from the 2nd highest in ''SSB4'' to now tying for the 75th highest in ''Ultimate''.}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Forward [[roll]] grants less [[intangibility]] (frames 4-17 → 4-15).}}
*{{nerf|Back roll has slower startup with less intangibility (frames 4-17 → 5-16), and more ending lag ([[FAF]] 31 → 36).}}
*{{nerf|Back roll has slower startup with less intangibility (frames 4-17 → 5-16), and more ending lag ([[FAF]] 31 → 36).}}
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*{{change|The homogenization of fall speeds during vertical knockback significantly improves Jigglypuff's survivability, but makes it considerably more susceptible to combos.}}
*{{change|The homogenization of fall speeds during vertical knockback significantly improves Jigglypuff's survivability, but makes it considerably more susceptible to combos.}}
*{{buff|Jigglypuff arguably benefits most from the weakening of the [[rage]] mechanic, increasing its endurance.}}
*{{buff|Jigglypuff arguably benefits most from the weakening of the [[rage]] mechanic, increasing its endurance.}}
*{{nerf|Explosive items used by Jigglypuff, such as the [[Bomber]], have a 0.95x damage multiplier applied to them. This also applies to fighter-generated items like [[Remote Bomb]]s and [[Rear Egg]]s.}}


===Ground attacks===
===Ground attacks===
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**{{nerf|The late hit has less knockback scaling (100 → 83).}}
**{{nerf|The late hit has less knockback scaling (100 → 83).}}
**{{change|It has a new animation where Jigglypuff's face is angled toward the screen with its limbs more elegantly spread.}}
**{{change|It has a new animation where Jigglypuff's face is angled toward the screen with its limbs more elegantly spread.}}
***{{change|Additionally, Jigglypuff will wince its eye upon landing.}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{buff|Forward smash deals more damage (15% → 16% (clean), 12% → 14% (late)), with knockback scaling mostly compensated only on the clean hit (115 → 110), improving its KO potential.}}
**{{buff|Forward smash deals more damage (15% → 16% (clean), 12% → 14% (late)), with knockback scaling mostly compensated only on the clean hit (115 → 110), improving its KO potential.}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|All aerials have less landing lag (15 frames → 9 (neutral, forward, up), 18 → 11 (back), 30 → 12 (down)).}}
*{{buff|All aerials have less landing lag (15 frames → 9 (neutral, forward, up), 18 → 8 (back), 30 → 12 (down)).}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial's clean hit uses an extended hitbox with better placement and horizontal reach (Z offset: 8u → 9u-10u).}}
**{{buff|Neutral aerial's clean hit uses an extended hitbox with better placement and horizontal reach (Z offset: 8u → 9u-10u).}}
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**{{buff|Forward aerial has better hitbox placement and horizontal reach (Z offset: 9u → 10u).}}
**{{buff|Forward aerial has better hitbox placement and horizontal reach (Z offset: 9u → 10u).}}
*[[Back aerial]]:
*[[Back aerial]]:
**{{buff|Back aerial has less startup lag (frame 12 → 10), with its total duration reduced as well (FAF 40 → 38).}}
**{{buff|Back aerial has less startup lag (frame 12 → 10), and endlag (FAF 40 → 36).}}
**{{buff|It [[auto-cancel|auto-cancels]] earlier (frame 28 → 26).}}
**{{buff|It [[auto-cancel]]s earlier (frame 28 → 26).}}
**{{nerf|Back air turns Jigglypuff around after its use, akin to {{SSBU|Marth}}'s back aerial. This is an overall nerf to the move, as Jigglypuff can no longer repeatedly use back air in the same direction. This makes it harder to land compared to other aerials.}}
**{{nerf|Back air turns Jigglypuff around after its use, akin to {{SSBU|Marth}}'s back aerial. This is an overall nerf to the move, as Jigglypuff can no longer repeatedly use back air in the same direction. This makes it harder to land compared to other aerials.}}
*[[Up aerial]]:
*[[Up aerial]]:
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**{{buff|Jigglypuff's has a significantly increased fall speed (0.98 → 2.00) and gravity while falling during the ending of Rollout. As a result, it has much less ending lag on hit (FAF 73 → 53).}}
**{{buff|Jigglypuff's has a significantly increased fall speed (0.98 → 2.00) and gravity while falling during the ending of Rollout. As a result, it has much less ending lag on hit (FAF 73 → 53).}}
***{{buff|Due to this, Jigglypuff is able to move after hitting an opponent with Rollout in the air, like in ''Brawl'', preventing it from [[self-destruct]]ing if the move is landed offstage.}}
***{{buff|Due to this, Jigglypuff is able to move after hitting an opponent with Rollout in the air, like in ''Brawl'', preventing it from [[self-destruct]]ing if the move is landed offstage.}}
**{{buff|Additionally, Jigglypuff can grab ledges during this state.}}
***{{buff|Additionally, Jigglypuff can grab ledges during this state.}}
**{{buff|When using an uncharged Rollout, Jigglypuff will only roll once, significantly speeding up the animation.}}
**{{nerf|Grass terrain no longer allows for faster turning while using Rollout, but ice terrain still prevents turning.}}
**{{nerf|Grass terrain no longer allows for faster turning while using Rollout, but ice terrain still prevents turning.}}
**{{nerf|Rollout can no longer be held indefinitely, instead being unleashed automatically one second after it becomes fully charged.}}
**{{nerf|Rollout can no longer be held indefinitely, instead being unleashed automatically one second after it becomes fully charged.}}
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**{{nerf|Jigglypuff can no longer retain Rollout's full power when releasing it in the air and reversing it immediately.}}
**{{nerf|Jigglypuff can no longer retain Rollout's full power when releasing it in the air and reversing it immediately.}}
**{{nerf|After reversing twice, Rollout deals less damage than normal.}}
**{{nerf|After reversing twice, Rollout deals less damage than normal.}}
**{{change|The duration of Rollout is now dependant on how long it was charged. Uncharged, this makes the move less laggy, as it has no hitbox, but with charge on it, the move's hitbox duration is reduced.}}
**{{change|The aerial version launches at the same angle as the grounded version (90° → 30°).}}
**{{change|The aerial version launches at the same angle as the grounded version (90° → 30°).}}
**{{change|Jigglypuff's rolling animation speed scales with size, so that it better matches the speed Jigglypuff moves along the ground, which is unaffected by size.}}
**{{change|Jigglypuff's rolling animation speed scales with size, so that it better matches the speed Jigglypuff moves along the ground, which is unaffected by size.}}
**{{bugfix|An unknown bug may cause the rebound to send Jigglypuff much higher, cause it to fall slower, and prevent sideways movement.}}
**{{newbug|An unknown bug may cause the rebound to send Jigglypuff much higher, cause it to fall slower, and prevent sideways movement.}}
*[[Pound]]:
*[[Pound]]:
**{{buff|Pound has less ending lag (FAF 46 → 40) and has gained a [[hitstun modifier]] of 2, allowing it to true combo into other moves (including [[Rest]]), and slightly boost Jigglypuff's vertical recovery without use of a ledge.}}
**{{buff|Pound has less ending lag (FAF 46 → 40) and has gained a [[hitstun modifier]] of 2, allowing it to true combo into other moves (including [[Rest]]), and slightly boost Jigglypuff's vertical recovery without use of a ledge.}}
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**{{buff|It has more range when used in the air.}}
**{{buff|It has more range when used in the air.}}
**{{nerf|Jigglypuff can no longer accelerate in the air during the startup of Pound when acting out of a previous Pound before the animation ends, making consecutive Pounds to recover much less effective.}}
**{{nerf|Jigglypuff can no longer accelerate in the air during the startup of Pound when acting out of a previous Pound before the animation ends, making consecutive Pounds to recover much less effective.}}
**{{nerf|Pound's animation is longer (45 frames → 49), increasing the amount of time Jigglypuff's air mobility is locked if the move is not interrupted, and further worsening the above issue.}}
*[[Sing]]:
*[[Sing]]:
**{{buff|All of Sing's hits have less startup lag (hit 1: frame 29 → 27, hit 2: 73 → 61, hit 3: 122 → 100).}}
**{{buff|All of Sing's hits have less startup lag (hit 1: frame 29 → 27, hit 2: 73 → 61, hit 3: 122 → 100).}}
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**{{buff|It has more knockback scaling (30/10 → 40/30), putting opponents to [[sleep]] for longer as a result. Combined with its lower ending lag, opponents can no longer wake up before Jigglypuff can act.}}
**{{buff|It has more knockback scaling (30/10 → 40/30), putting opponents to [[sleep]] for longer as a result. Combined with its lower ending lag, opponents can no longer wake up before Jigglypuff can act.}}
**{{buff|Jigglypuff can move slightly while using Sing in the air.}}
**{{buff|Jigglypuff can move slightly while using Sing in the air.}}
**{{change|Jigglypuff now blinks when releasing each of the sound waves, instead of opening its eyes completely like in ''Smash 4''.}}
*[[Rest]]:
*[[Rest]]:
**{{buff|Rest has significantly less ending lag, especially if it hits (FAF 230 → 210 (miss), 187 (hit)), reducing the risk of respawning opponents punishing Jigglypuff after getting KOed by the move.}}
**{{buff|Rest has significantly less ending lag, especially if it hits (FAF 230 → 210 (miss), 187 (hit)), reducing the risk of respawning opponents punishing Jigglypuff after getting KOed by the move.}}
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**{{change|Puff Up is much faster than the previous games. When it ends, Jigglypuff aesthetically "pops", and then deflates to normal size, mimicking a balloon. Jigglypuff additionally shrinks considerably faster at the end. It also has an angry expression while inflating, resembling the face the Jigglypuff from the anime makes when someone falls asleep after it sings.}}
**{{change|Puff Up is much faster than the previous games. When it ends, Jigglypuff aesthetically "pops", and then deflates to normal size, mimicking a balloon. Jigglypuff additionally shrinks considerably faster at the end. It also has an angry expression while inflating, resembling the face the Jigglypuff from the anime makes when someone falls asleep after it sings.}}
**{{buff|The damage of Puff Up, previously 17% in a single hit, has been split into two hits that deal 10% and 25% damage, respectively.}}
**{{buff|The damage of Puff Up, previously 17% in a single hit, has been split into two hits that deal 10% and 25% damage, respectively.}}
**{{change|Puff Up being faster means it can catch opponent's off guard easier and not give them time to prepare to try to survive it. On the other hand, the slower version could keep opponents off of the stage for longer and hinder their recovery by not being able to land or grab ledge, Puff Up being faster means recoveries don't need to stall as long to wait to get back on stage.}}
**{{change|Puff Up being faster means it can catch opponents off-guard easier and not give them time to prepare to try to survive it. On the other hand, the slower version could keep opponents off of the stage for longer and hinder their recovery by preventing them from landing or grabbing the ledge, while Puff Up being faster means recoveries don't need to stall as long to wait to get back on stage.}}
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