Jigglypuff (SSBM)/Neutral attack/Hit 1: Difference between revisions
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==Overview== | ==Overview== | ||
Jigglypuff jabs its left arm in front of it for a brief period. In terms of startup, it's tied with [[Donkey Kong (SSBM)/Neutral attack/Hit 1|DK]] for the sixth slowest jab in the game and combos into little aside from [[Jigglypuff (SSBM)/Neutral attack/Hit 2|jab 2]]. It's a frame faster than [[Jigglypuff (SSBM)/Forward tilt|forward tilt]], and is two frames faster than [[Jigglypuff (SSBM)/Up smash|up smash]], both of which deal more damage and have better followups; additionally, its [[Knockback#Basic physics|knockback scaling]] is very low, not even being able to knockdown [[Fox (SSBM)|Fox]] until at least 312%. Given this, the move's primary use is to [[Lock|jab reset]] knocked-down opponents. | |||
==Hitboxes== | ==Hitboxes== | ||
{{MeleeHitboxTableHeader}} | {{MeleeHitboxTableHeader}} |
Latest revision as of 14:30, July 5, 2024
Overview[edit]
Jigglypuff jabs its left arm in front of it for a brief period. In terms of startup, it's tied with DK for the sixth slowest jab in the game and combos into little aside from jab 2. It's a frame faster than forward tilt, and is two frames faster than up smash, both of which deal more damage and have better followups; additionally, its knockback scaling is very low, not even being able to knockdown Fox until at least 312%. Given this, the move's primary use is to jab reset knocked-down opponents.
Hitboxes[edit]
Timing[edit]
Hitboxes | 5-6 |
---|---|
Earliest continuable | 8 |
Interruptible | 16 |
Animation length | 17 |
Lag time |
Hitbox |
Earliest continuable point |
Interruptible |
|