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'''Jigglypuff''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. It returns from ''Melee'' with a nearly identical moveset. <!--tier position paragraph--> | '''Jigglypuff''' is a playable character in the ''[[Brawl]]'' mod ''[[Project M]]''. It returns from ''Melee'' with a nearly identical moveset. <!--tier position paragraph--> | ||
==Overview== | |||
A relative newcomer to the echelons of top tiers in Melee, Jigglypuff looks to retain her current Top Tier placement in Melee going in to Project M and with her best bread and butter tools from Melee having been brought back, it could be a very real possibility. | |||
Jigglypuff's aerial combat is one of the best in Project M – she has a solid set of midair attacks combined with 5 jumps, great air control, and low fall speed. She can weave in and out of opponents' attack range and is a very hard character to grab because she spends so much time in the air. This also facilitates an incredible offstage game, being able to use her 5 jumps to not only go far off the stage and hit a recovering enemy with an aerial but to also use her remaining jumps in conjunction with Pound to make it back onto the stage from nearly anywhere. Once opponents are offstage, there is very little they can do against Jigglypuff, and she has a fairly good chance of keeping any character from coming back onstage. And because of her low gravity and high aerial control, she is also one of the hardest characters in the game to combo. | |||
Jigglypuff is not without faults though. Not only does she have a low falling speed, but she is also one of the lightest characters in the game, giving her the least overall knockback resistance out of the entire cast. Characters with even mediocre kill moves will hit Jigglypuff hard at good percents, no matter which direction she's being sent. She also suffers from limited range and one of the shortest Wavedashes. Her ground game in general is inferior to her air game by a large margin thanks to Jigglypuff having the slowest run speed in the game as well as most of her grounded attacks simply not being as effective as her set of aerial moves. | |||
Jigglypuff is a character of polar extremes, and she can make that work well! Master Jigglypuff players will know how to make the most out of Jigglypuff's aerial game while knowing the exact moments when to make subtle use of her ground game before returning to the air. | |||
==Changes== | |||
Jiggypuff is a character that benefited mostly from the environment change from Brawl to Project M, but there were a few subtle changes that had to be made directly to her moveset. Although it goes without saying that most of her attacks have been given Melee stats, the Back-Air is especially noticeable because its large disjointed hitbox has been restored to Melee size. Pound also received an angle change so that it functions like Melee – it sends up and behind Jigglypuff now rather than Brawl's completely vertical trajectory. | |||
But by far the biggest change for Jigglypuff is… | |||
==Rest== | |||
This is one of Jigglypuff's defining traits. Jigglypuff's most vicious kill move was neutered in Brawl, but in Project M it comes back at full ferocity. This move is an omnipresent threat, and Jigglypuff will be looking for any and every opportunity to land this move against her opponents. This move does 28% damage on hit and can kill at extremely low percentages, so watch out! | |||
Unlike most attacks that kill outright at very early percents, Rest is a move that can be easily comboed into. This wasn't possible in Brawl due to its less combo-oriented game engine, and when it was it didn't yield nearly as much reward as it did in Melee and now Project M. Up-Throw, Up-Tilt, Up-Air, and Down-Throw are only some ways to combo into Rest effectively. There are many more methods, and Jigglypuff doesn't even necessarily have to combo in to it to be effective. Get creative (but not careless) with Rest and Jigglypuff will be killing at percents that would make Ganondorf envious. | |||
==Aerial Game== | |||
The other of Jigglypuff's defining traits is her superb aerial game. Her low knockback attacks string very well into one another such that it is often times possible to carry the opponent offstage against their will. In Melee, this was referred to as the Wall of Pain. It is nearly impossible in Brawl due to being able to cancel out of hitstun early and the Brawl airdodge system, but it makes a full-fledged return appearance in Project M. | |||
Jigglypuff's aerials are not only useful for carrying opponents offstage, it's also good for keeping opponents from coming back to the stage. Jigglypuff can easily intercept opponents offstage, using her aerial attacks to knock the opponent farther and farther away from the stage every time they use a jump. Even multi-jump characters – which didn't exist in Melee apart from Kirby and Jigglypuff herself – can't withstand this for long as Jigglypuff has the most jumps out of every character in the game and can continue to force them to use their jumps while having many more to reposition or get back to the stage to refresh her jump count. | |||
==Attributes== | ==Attributes== |
Revision as of 17:43, March 7, 2015
Jigglypuff in Project M and Project+ | |
---|---|
Universe | Pokémon |
Base game appearance | Brawl |
Moveset inspiration | Jigglypuff (SSBM) |
Alternate costume | Fairy Costume Jigglypuff |
Jigglypuff is a playable character in the Brawl mod Project M. It returns from Melee with a nearly identical moveset.
Overview
A relative newcomer to the echelons of top tiers in Melee, Jigglypuff looks to retain her current Top Tier placement in Melee going in to Project M and with her best bread and butter tools from Melee having been brought back, it could be a very real possibility.
Jigglypuff's aerial combat is one of the best in Project M – she has a solid set of midair attacks combined with 5 jumps, great air control, and low fall speed. She can weave in and out of opponents' attack range and is a very hard character to grab because she spends so much time in the air. This also facilitates an incredible offstage game, being able to use her 5 jumps to not only go far off the stage and hit a recovering enemy with an aerial but to also use her remaining jumps in conjunction with Pound to make it back onto the stage from nearly anywhere. Once opponents are offstage, there is very little they can do against Jigglypuff, and she has a fairly good chance of keeping any character from coming back onstage. And because of her low gravity and high aerial control, she is also one of the hardest characters in the game to combo.
Jigglypuff is not without faults though. Not only does she have a low falling speed, but she is also one of the lightest characters in the game, giving her the least overall knockback resistance out of the entire cast. Characters with even mediocre kill moves will hit Jigglypuff hard at good percents, no matter which direction she's being sent. She also suffers from limited range and one of the shortest Wavedashes. Her ground game in general is inferior to her air game by a large margin thanks to Jigglypuff having the slowest run speed in the game as well as most of her grounded attacks simply not being as effective as her set of aerial moves.
Jigglypuff is a character of polar extremes, and she can make that work well! Master Jigglypuff players will know how to make the most out of Jigglypuff's aerial game while knowing the exact moments when to make subtle use of her ground game before returning to the air.
Changes
Jiggypuff is a character that benefited mostly from the environment change from Brawl to Project M, but there were a few subtle changes that had to be made directly to her moveset. Although it goes without saying that most of her attacks have been given Melee stats, the Back-Air is especially noticeable because its large disjointed hitbox has been restored to Melee size. Pound also received an angle change so that it functions like Melee – it sends up and behind Jigglypuff now rather than Brawl's completely vertical trajectory.
But by far the biggest change for Jigglypuff is…
Rest
This is one of Jigglypuff's defining traits. Jigglypuff's most vicious kill move was neutered in Brawl, but in Project M it comes back at full ferocity. This move is an omnipresent threat, and Jigglypuff will be looking for any and every opportunity to land this move against her opponents. This move does 28% damage on hit and can kill at extremely low percentages, so watch out!
Unlike most attacks that kill outright at very early percents, Rest is a move that can be easily comboed into. This wasn't possible in Brawl due to its less combo-oriented game engine, and when it was it didn't yield nearly as much reward as it did in Melee and now Project M. Up-Throw, Up-Tilt, Up-Air, and Down-Throw are only some ways to combo into Rest effectively. There are many more methods, and Jigglypuff doesn't even necessarily have to combo in to it to be effective. Get creative (but not careless) with Rest and Jigglypuff will be killing at percents that would make Ganondorf envious.
Aerial Game
The other of Jigglypuff's defining traits is her superb aerial game. Her low knockback attacks string very well into one another such that it is often times possible to carry the opponent offstage against their will. In Melee, this was referred to as the Wall of Pain. It is nearly impossible in Brawl due to being able to cancel out of hitstun early and the Brawl airdodge system, but it makes a full-fledged return appearance in Project M.
Jigglypuff's aerials are not only useful for carrying opponents offstage, it's also good for keeping opponents from coming back to the stage. Jigglypuff can easily intercept opponents offstage, using her aerial attacks to knock the opponent farther and farther away from the stage every time they use a jump. Even multi-jump characters – which didn't exist in Melee apart from Kirby and Jigglypuff herself – can't withstand this for long as Jigglypuff has the most jumps out of every character in the game and can continue to force them to use their jumps while having many more to reposition or get back to the stage to refresh her jump count.
Attributes
Changes from Melee to PM
Jigglypuff has remained relatively unchanged from Melee to Project M, although it has gained a few additional options from Brawl-based mechanics.
- Dash attack remains cancelable from Brawl, allowing Jigglypuff to DACUS and Gatling Combo, improving its ground mobility.
- Down aerial hits faster.
- Sing puts enemies to sleep for longer than it did in Melee and Brawl to compensate for the new sleep mechanics (mashing causes characters to wake up earlier).
- Neutral attack and up aerial now use the Fan sound effect.
In terms of cosmetic changes, Jigglypuff now gets back its yellow crown costume from Melee as another palette swap. It additionally has a new costume that gives it a more opaque color and fairy wings, which emit sparkles when moving in midair; this heavily references the fact that Jigglypuff has become part Fairy-type in recent Pokémon games (more specifically the Generation VI games), which is a newly-introduced elemental type.
Revisions
2.5b
- Jigglypuff's Up Taunt now winks. The eye that winks depends on the direction the user is facing.
3.0
- Sing sleep power increased to compensate the sleep mechanic changes.
Moveset
Up to date as of version 3.0.
Name | Damage | Description | |
---|---|---|---|
Neutral attack | Double Slap | 3% Each slap | Jigglypuff slaps the opponent twice. |
Forward tilt | Rolling Kick | 10% | Jigglypuff does a spinning kick. Has low knockback, which can lead into combos. |
Up tilt | Back Kick | 8% to 9% | Jigglypuff kicks the opponent with its right foot. High knockback. |
Down tilt | Trip | 10% | Jigglypuff sweeps the ground, attempting to trip its opponent. |
Dash attack | Jiggly Ram | 12% decaying to 8% | Jigglypuff rams straight into the opponent. This move can be used for a DACUS. |
Forward smash | Lunge Kick | 17% (clean) 13% (late) | Jigglypuff kicks its opponent with great force. However, this move has significant ending lag. |
Up smash | Headbutt | 14% | Jigglypuff headbutts the air, hitting its opponent with great force. |
Down smash | Jiggly Split | 12% | Jigglypuff spins around, then does a split kick to its opponent. |
Neutral aerial | Jigglypuff Kick | 12% (clean) 9% (late) | Jigglypuff extends its leg in order to do a kick. |
Forward aerial | Drop Kick | 12% (clean) 7% (late) | Jigglypuff kicks its opponent with both legs. |
Back aerial | Spinning Back Kick | 12% | Jigglypuff spins around, kicking its opponent. This move can lead to Jigglypuff's Wall of Pain. |
Up aerial | Mow Down | 12% | Jigglypuff waves its arm in the air in order to hit its opponent. |
Down aerial | Spinning Kick | 2% Each hit, for a total of 16% | Jigglypuff drills its opponent with a weak spike. This move can be led into ground moves, or into a combo finisher with Rest. |
Grab | Puff Grab | — | Grabs opponent. |
Pummel | Slap | 3% | Jigglypuff slaps its opponent. Fairly slow. |
Forward throw | Bumper | 5% | Jigglypuff puffs itself up to push its opponent away. This attack is much weaker than it was in Brawl. |
Back throw | Back Buster | 10% | Jigglypuff judo throws its opponent backwards. |
Up throw | Puff Launch | 11% | Jigglypuff's strongest throw. Leads to a Rest on fast-falling opponents. |
Down throw | Grinder | 8% | Jigglypuff grinds its opponent into the ground. |
Floor attack (front) | Spinning Kick | 8% | Jigglypuff spins around on its foot, kicking anyone close. |
Floor attack (back) | Double Kick | 8% | Jigglypuff kicks once in the back and again in the front. |
Floor attack (trip) | Breakdance | 5% | Jigglypuff spins on its head and kicks around it. |
Edge attack (fast) | Slow Spin | 8% | Jigglypuff slowly gets up and spins around to hurt its opponents. |
Edge attack (slow) | Flip Kick | 7% | Jigglypuff flips up from the ledge with a kick. |
Neutral special | Rollout | 12% - 18% | Jigglypuff spins, charging energy while the B button is held. Then, Jigglypuff will launch it's body at it's opponent. Jigglypuff can change directions during this attack. This move can help with horizontal recovery. |
Side special | Pound | 13% | Jigglypuff punches its opponent upwards. This move can be used to gain horizontal distance, as well as vertical distance by tilting the control stick upwards or downwards. |
Up special | Sing | - | Jigglypuff plays its infamous song. All grounded opponents at close range will fall asleep for a few seconds, leaving them exposed. This move can help against edgeguarders, as Jigglypuff will instantly cancel its song by grabbing the ledge, but the effect will still last to opponents in the radius. |
Down special | Rest | 28% | Jigglypuff's most devastating attack. Jigglypuff gains a few frames of invincibility before becoming completely exposed during its sleep. During the invincibility frames, any opponent making direct contact with Jigglypuff will be exploded and sent far off. This move can OHKO lighter opponents or larger opponents at close edges. |
Final Smash | Puff Up | 17% During Deflation | Jigglypuff blows itself up to skyscraper size, being able to cover up all of Final Destination. During this, opponents are pushed off the stage. When Jigglypuff shouts "JIGGLY," opponents are then completely pushed off the stage, sometimes leading to a OHKO. Touching Jigglypuff during deflation results in 17% and high knockback. |
In competitive play
Notable players
Alternate costumes
External links
Playable characters in Project M and Project+ | |
---|---|
Playable characters | Bowser (Giga Bowser) · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Ike · Ivysaur · Jigglypuff · King Dedede · Kirby · Knuckles · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Snake · Sonic · Squirtle · Toon Link · Wario (Wario-Man) · Wolf · Yoshi · Zelda · Zero Suit Samus |