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

(Jigglypuff’s eye winces after its dash attack.)
 
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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.}}
***Additionally, Jigglypuff will wince its eye upon landing.
***{{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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**{{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), and endlag (FAF 40 → 36).}}
**{{buff|Back aerial has less startup lag (frame 12 → 10), and endlag (FAF 40 → 36).}}
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