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(Undid edit by ZeroJanitor: "Attributes" refers to general style of gameplay) |
(Jigglypuff's moveset table is almost completely bare, so I took it upon myself to fix that.) |
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|nsdefname=Rollout | |nsdefname=Rollout | ||
|nsdefdmg=14% fully charged | |nsdefdmg=14% fully charged | ||
|nsdefdesc= | |nsdefdesc=Jigglypuff rolls forward to attack, similar to Yoshi's Egg Roll. The move's power, range, and speed can be increased by charging it. When it is fully charged, Jigglypuff will say "Jiggly!" and briefly flash. Hitting a foe will cause Jigglypuff to rebound. | ||
|nsc1name=Relentless Rollout | |nsc1name=Relentless Rollout | ||
|nsc1dmg= | |nsc1dmg=1-2% (loop) | ||
|nsc1desc= | |nsc1desc=This Rollout charges up much quicker, and travels faster and farther. The move doesn't end if it hits someone, instead rolling through them and dealing 1% or 2% of damage at max charge for every time it makes contact. | ||
|nsc2name=Raging Rollout | |nsc2name=Raging Rollout | ||
|nsc2dmg=16% | |nsc2dmg=16% | ||
|nsc2desc= | |nsc2desc=The charge time is nearly twice of what it normally is, but Jigglypuff rolls faster and deals more knockback. High endlag and meager horizontal distance make this custom move unsuited for recovery. Jigglypuff also cannot turn around. | ||
|ssdefname=Pound | |ssdefname=Pound | ||
|ssdefdmg=11% | |ssdefdmg=11% | ||
|ssdefdesc= | |ssdefdesc=Jigglypuff punches forward, causing moderate knockback. The punch's momentum also sends Jigglypuff sideways, making it one of the two special moves she can use to recover. It also does a surprising amount of shield damage. | ||
|ssc1name=Sideways Pound | |ssc1name=Sideways Pound | ||
|ssc1dmg=7% | |ssc1dmg=7% | ||
|ssc1desc= | |ssc1desc=In exchange for recovery and damage, this Pound's knockback sends the foe on a semi-spike trajectory. | ||
|ssc2name=Pound Blitz | |ssc2name=Pound Blitz | ||
|ssc2dmg=9% | |ssc2dmg=9% | ||
|ssc2desc= | |ssc2desc=Jigglypuff's slap hits the foe multiple times, granting it more power, shield damage, and recovery momentum. However, it has much greater endlag. | ||
|usdefname=Sing | |usdefname=Sing | ||
|usdefdmg=0% | |usdefdmg=0% | ||
|usdefdesc= | |usdefdesc=Jigglypuff sings her trademark song, putting nearby opponents to sleep. The more damage they have taken, the longer they'll slumber, making them susceptible to free shots (namely full-power smash attacks). However, the song is short-ranged and makes Jigglypuff herself vulnerable to free shots as well. Because of this, Jigglypuff players must remember '''NOT''' to use it to attempt a recovery. | ||
|usc1name=Hyper Voice | |usc1name=Hyper Voice | ||
|usc1dmg=3% (first and second sound waves), 5% (third sound wave) | |usc1dmg=3% (first and second sound waves), 5% (third sound wave) | ||
|usc1desc= | |usc1desc=Jigglypuff uses a louder voice while singing, inflicting damage on foes in lieu of putting them to sleep. The fist sound wave causes enemies to flinch, the second does not, and the third has the most range as well as decent knockback. | ||
|usc2name=Spinphony | |usc2name=Spinphony | ||
|usc2dmg= 1% (second sound wave), 2% (third sound wave) | |usc2dmg= 1% (second sound wave), 2% (third sound wave) | ||
|usc2desc= | |usc2desc=Startup and execution is extremely slow, but Jigglypuff sings a song that has the odd power to flip opponents, like Mario's Cape. Does damage like Hyper Voice, but is much weaker, with the first sound wave doing no damage at all. Spinphony also locks Jigglypuff into it when used in midair, making accidental SD's easier to do. | ||
|dsdefname=Rest | |dsdefname=Rest | ||
|dsdefdmg=20% (hit), 35% from the flower effect | |dsdefdmg=20% (hit), 35% from the flower effect | ||
|dsdefdesc= Falls asleep, preventing mobility. Launches opponents upwards if timed properly. | |dsdefdesc= Falls asleep, preventing mobility. Launches opponents upwards if timed properly and used at point-blank range. The move has catastrophic knockback if landed (KO'ing at 60%), and puts a flower on the victim's head. If Rest misses, it has dire consequences: Jigglypuff is left completely open for roughly 5 seconds, which is more than enough time for the opponent to launch a devastating counterattack. | ||
|dsc1name=Leaping Rest | |dsc1name=Leaping Rest | ||
|dsc1dmg=11% | |dsc1dmg=11% | ||
|dsc1desc= | |dsc1desc=Jigglypuff jumps into the air before falling asleep to avoid attacks. It has less strength than normal and has no flower effect, but has quicker startup and can still reliably score KO's. Since Jigglypuff is sleeping, she cannot grab ledges while jumping, making it an ineffective recovery as with the normal Rest. | ||
|dsc2name=Wakie Wakie | |dsc2name=Wakie Wakie | ||
|dsc2dmg=15%, 5% self-inflicted damage | |dsc2dmg=14-15%, 5% self-inflicted damage | ||
|dsc2desc= | |dsc2desc=Jigglypuff pushes back opponents while sleeping, and creates an explosion upon waking up! The move loses its tremendously powerful (but tiny) hitbox at the start and inflicts 5% recoil damage, but Jigglypuff takes a shorter nap and the explosion inflicts 14-15% fire damage. | ||
|fsname=Puff Up | |fsname=Puff Up | ||
|fsdmg=17% | |fsdmg=17% | ||
|fsdesc= | |fsdesc= Jigglypuff rapidly swells up to a gargantuan size, and sends all foes near her flying away horizontally with a mighty "JIGGLY!!!" before quickly deflating back to normal size. Jigglypuff's size is so great when inflating, her body completely takes up smaller stages and some medium sized ones. Either way, this Final Smash is nearly inescapable and has huge KO potential. | ||
}} | }} | ||
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