Super Smash Bros. Melee

Jigglypuff (SSBM)/Up special: Difference between revisions

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m (→‎Timing: Removed the final hitbox change and the autocancel & IASA legends.)
m (→‎Overview: Added link to staling)
 
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{{ArticleIcons|ssbm=y}}
{{ArticleIcons|ssbm=y}}
==Overview==
==Overview==
[[file:JigglypuffSingSSBM.gif|thumb|Hitbox duration of Jigglypuff’s up special.]]
[[file:JigglypuffSingSSBM.gif|thumb|280px|Hitbox duration of Jigglypuff’s up special, [[Sing]].]]
{{competitive expertise}}
[[file:Sing SSBM little hitbox.png|thumb|210px|Between-hits size of Sing's hitbox.]]
Jigglypuff sings, putting any opponent who gets caught in its aura to sleep. It doesn't give Jigglypuff any height upon activation, making it worthless as a [[recovery]] tool, although it is still able to be used to [[meteor cancel]]. It is unique for being the only move in competitive ''Melee'' to be able to inflict [[Sleep]] on opponents, although this fact doesn't really help its competitive prospects.
 
Among Jigglypuff players, this move is a rare sight on-stage. The amount of time the opponent is put into sleep is dependent upon their [[percent]]; this duration can be shortened by [[button mashing]]. Unfortunately for the Jigglypuff player, this duration is usually not enough to be followed on up in a combo. Hitting with the first hitbox expansion is undesirable, since the opponent will, in most cases, be able to wake up before the move finishes and being hit by subsequent expansions after waking up will not reinflict sleep. If it hits the opponent's [[shield]], it will be "deactivated", making run-up shield, followed up by an aerial or [[wavedash]], very strong counterplay. The opponent can also just wait and punish the move's nearly-a-second long [[end lag]]. Overall, it's extremely telegraphed and [[lag]]gy, making it a poor option to choose in [[neutral]]. Off-stage, the move is worse than worthless, considering that it can not hit airborne opponents and using it will very likely result in a [[self-destruct]], thanks to the aforementioned end lag.
 
At the [[ledge]], however, everything changes. After activating this move, Jigglypuff is near-instantaneously able to grab ledge, assuming the Puff is moving downwards. Doing so cancels the rest of the move, eliminating the end lag entirely. This is so fast compared to on-stage that the Jigglypuff player, should they inflict the opponent with sleep right next to the ledge, will be able to do it over and over again in an infinite. The maximum amount of times the Puff player should do this is 9, in order to fully [[staling|unstale]] their other moves, before following up with [[Jigglypuff (SSBM)/Down special|Rest]], [[Jigglypuff (SSBM)/Forward smash|forward smash]], or any other move of the Jigglypuff player's choice. It can also be used to quickly grab ledge, since the Puff player will be able to grab ledge regardless of which direction they're facing when they activate the move. Running off stage and immediately activating Sing, thus grabbing the ledge, is a powerful [[edgehogging|ledgehogging]] technique and is known as a '''2Drop'''. A variation on the aforementioned technique is to forward smash, hold either L, R, Z or towards the ledge on the control stick until Puff falls off stage, then immediately activate Sing. This puts out a hitbox next to the ledge and can catch some recoveries, although is usually seen less than the simple 2Drop since it's much more telegraphed what the Puff is attempting to do.


==Hitboxes==
==Hitboxes==
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|ks=100
|ks=100
|fkv=0
|fkv=0
|bn=NA
|r=2800
|bn=5
|effect=Sleep
|effect=Sleep
|slvl=S
|slvl=S
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|a=f
|a=f
}}
}}
{{HitboxTableRowNote|The late hit increases the hitbox's size to {{MeleeHitboxScale|3300}}|24}}
|}
|}


==Timing==
==Timing==
===Attack===
Between each hit on frames 36-68 and 77-112, the hitbox is shrunken down to {{MeleeHitboxScale|200}} in radius until the next hit. This prevents Sing from hitting up to three times due to ''Melee's'' [[sleep]] mechanics.
<br>
While incredibly small, this hitbox is not disabled, and thus can hit on its own.
{|class="wikitable"
{|class="wikitable"
|-
|-
!Hitbox
!Early hit
|28-125
|28-35
|-
|-
!Hitbox Extended
!Mid hit
|28-35, 69-76, 113-125
|69-76
|-
|-
!Hitbox Shrunken
!Late hit
|36-68, 77-112
|113-125
|-
|-
!Animation length
!Animation length
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{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Hitbox|c=8|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=34|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=8|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=36|s=HitboxChangeE|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=13|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=54}}
{{FrameStrip|t=Lag|c=27}}{{FrameStrip|t=Hitbox|c=8|e=HitboxChangeS}}{{FrameStrip|t=Hitbox|c=33|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=8|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=36|e=HitboxChangeS|s=HitboxChangeE}}{{FrameStrip|t=Hitbox|c=13|s=HitboxChangeE}}{{FrameStrip|t=Lag|c=54}}
{{FrameStripEnd}}
{{FrameStripEnd}}


{{FrameIconLegend|lag=y|hitbox=y}}
{{FrameIconLegend|lag=y|hitbox=y|hitboxchange=y}}


{{MvSubNavJigglypuff|g=SSBM}}
{{MvSubNavJigglypuff|g=SSBM}}

Latest revision as of 17:18, August 30, 2024

Overview[edit]

Hitbox duration of Jigglypuff’s up special, Sing.
Between-hits size of Sing's hitbox.

Jigglypuff sings, putting any opponent who gets caught in its aura to sleep. It doesn't give Jigglypuff any height upon activation, making it worthless as a recovery tool, although it is still able to be used to meteor cancel. It is unique for being the only move in competitive Melee to be able to inflict Sleep on opponents, although this fact doesn't really help its competitive prospects.

Among Jigglypuff players, this move is a rare sight on-stage. The amount of time the opponent is put into sleep is dependent upon their percent; this duration can be shortened by button mashing. Unfortunately for the Jigglypuff player, this duration is usually not enough to be followed on up in a combo. Hitting with the first hitbox expansion is undesirable, since the opponent will, in most cases, be able to wake up before the move finishes and being hit by subsequent expansions after waking up will not reinflict sleep. If it hits the opponent's shield, it will be "deactivated", making run-up shield, followed up by an aerial or wavedash, very strong counterplay. The opponent can also just wait and punish the move's nearly-a-second long end lag. Overall, it's extremely telegraphed and laggy, making it a poor option to choose in neutral. Off-stage, the move is worse than worthless, considering that it can not hit airborne opponents and using it will very likely result in a self-destruct, thanks to the aforementioned end lag.

At the ledge, however, everything changes. After activating this move, Jigglypuff is near-instantaneously able to grab ledge, assuming the Puff is moving downwards. Doing so cancels the rest of the move, eliminating the end lag entirely. This is so fast compared to on-stage that the Jigglypuff player, should they inflict the opponent with sleep right next to the ledge, will be able to do it over and over again in an infinite. The maximum amount of times the Puff player should do this is 9, in order to fully unstale their other moves, before following up with Rest, forward smash, or any other move of the Jigglypuff player's choice. It can also be used to quickly grab ledge, since the Puff player will be able to grab ledge regardless of which direction they're facing when they activate the move. Running off stage and immediately activating Sing, thus grabbing the ledge, is a powerful ledgehogging technique and is known as a 2Drop. A variation on the aforementioned technique is to forward smash, hold either L, R, Z or towards the ledge on the control stick until Puff falls off stage, then immediately activate Sing. This puts out a hitbox next to the ledge and can catch some recoveries, although is usually seen less than the simple 2Drop since it's much more telegraphed what the Puff is attempting to do.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 0% 0 Sakurai angle 0 100 0 10.9368 5 0.0 0.0 0.0 HitboxTableIcon(NoClang).png HitboxTableIcon(NoRebound).png Sleep (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialFalse).png S None
The late hit increases the hitbox's size to 12.8898

Timing[edit]

Between each hit on frames 36-68 and 77-112, the hitbox is shrunken down to 0.7812 in radius until the next hit. This prevents Sing from hitting up to three times due to Melee's sleep mechanics.
While incredibly small, this hitbox is not disabled, and thus can hit on its own.

Early hit 28-35
Mid hit 69-76
Late hit 113-125
Animation length 179
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Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(HitboxChangeS).pngFrameIcon(HitboxChangeE).png
Hitbox change