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

 
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*{{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|Jigglypuff's [[air dodge]] animation has changed, with it posing 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:}}
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===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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*{{buff|The changes to air dodges significantly improve the effectiveness of Jigglypuff's aerial attacks, making them much harder to avoid. Thanks to this, Jigglypuff regains a large part of its edgeguarding capabilities.}}
*{{buff|The changes to air dodges significantly improve the effectiveness of Jigglypuff's aerial attacks, making them much harder to avoid. Thanks to this, Jigglypuff regains a large part of its edgeguarding capabilities.}}
**{{buff|Additionally, the reintroduction of directional air dodges further improve Jigglypuff's recovery, granting it additional distance after having used up all jumps.}}
**{{buff|Additionally, the reintroduction of directional air dodges further improve Jigglypuff's recovery, granting it additional distance after having used up all jumps.}}
*{{nerf|Jigglypuff's hair tuft once again has [[hurtbox]]es.}}
*{{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.}}
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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).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{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 (clean)/8u (late) → 10u/8.7u).}}
*[[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.}}
**{{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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