Jigglypuff (SSB4): Difference between revisions

→‎Moveset: Added some text, tweaked special move descriptions, removed redundant special move table
(→‎Moveset: Added some text, tweaked special move descriptions, removed redundant special move table)
Line 65: Line 65:


==Moveset==
==Moveset==
{{cleanup}}
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
Line 78: Line 77:
|utiltname=
|utiltname=
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=Lifts its foot behind it, attacking upward.
|utiltdesc=Lifts its foot behind it, attacking upward. Surprisingly powerful, it can KO at 140%, although it won't hit opponents in front of Jigglypuff.  
|dtiltname=
|dtiltname=
|dtiltdmg=10%
|dtiltdmg=10%
Line 84: Line 83:
|dashname=
|dashname=
|dashdmg=12%
|dashdmg=12%
|dashdesc=Spins forwards.
|dashdesc=Dives forwards. Decently quick with good knockback for a dash attack, although Jigglypuff's slow dashing speed somewhat limits its utility.
|fsmashname= 
|fsmashname= 
|fsmashdmg=15-21%
|fsmashdmg=15-21%
|fsmashdesc=Slides forward while keeping foot stuck out. Begins to KO at 90%.  
|fsmashdesc=Slides forward while keeping foot stuck out. Powerful, but has considerable ending lag. Begins to KO at 90%.
|usmashname=
|usmashname=
|usmashdmg=12-16% (front), 14-19% (back)
|usmashdmg=12-16% (front), 14-19% (back)
|usmashdesc=Headbutts upward. Begins to KO at 130%
|usmashdesc=Headbutts upward. Most effective if the foe is behind Jigglypuff. Begins to KO at 130%.
|dsmashname=
|dsmashname=
|dsmashdmg=11-16%
|dsmashdmg=11-16%
|dsmashdesc=Puffs downward, kicking to both sides.
|dsmashdesc=Puffs downward, kicking to both sides. Jigglypuff spins while charging the attack. It is a [[semi-spike]], but difficult to connect with.
|nairname=
|nairname=
|nairdmg=11% clean, 6% late
|nairdmg=11% clean, 6% late
|nairdesc=Sticks foot out, shrinking in on itself a little.
|nairdesc=Sticks foot out, shrinking in on itself a little. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted.
|fairname=
|fairname=
|fairdmg=9% (sweetspot), 6% (sourspot)
|fairdmg=9% (sweetspot), 6% (sourspot)
|fairdesc=Dropkicks forward.
|fairdesc=Dropkicks forward. Weak knockback, but can be used for a [[Wall of Pain]].
|bairname=
|bairname=
|bairdmg=13%
|bairdmg=13%
|bairdesc=Spins once backward and kicks. High KO potential and very quick.
|bairdesc=Spins once backward and kicks. A quick and potent finisher, able to KO at 120%.
|uairname=
|uairname=
|uairdmg=9%
|uairdmg=9%
Line 110: Line 109:
|dairdesc=Spinning drill kick.
|dairdesc=Spinning drill kick.
|grabname=
|grabname=
|grabdesc=Hooks opponent with left arm. Low range.
|grabdesc=Hooks opponent. Low range.
|pummelname=
|pummelname=
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Slaps with right arm. Very slow and powerful for a pummel.
|pummeldesc=Slaps opponent. A slow and powerful pummel.
|fthrowname=
|fthrowname=
|fthrowdmg=11%
|fthrowdmg=11%
Line 137: Line 136:
|edgename=   
|edgename=   
|edgedmg=6%
|edgedmg=6%
|edgedesc=
|edgedesc=Does a flip kick onto the stage.
|nsdefname=Rollout
|nsdefname=Rollout
|nsdefdmg=14% fully charged
|nsdefdmg=14% fully charged
Line 146: Line 145:
|nsc2name=Raging Rollout
|nsc2name=Raging Rollout
|nsc2dmg=16%
|nsc2dmg=16%
|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.
|nsc2desc=The charge time is nearly twice that of the normal version, 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=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.
|ssdefdesc=Jigglypuff punches forward, causing moderate knockback. The punch's momentum also sends Jigglypuff sideways, making it one of the two special moves it can use to recover. It also does a high amount of [[shield damage]] and has a surprisingly long-lasting hitbox.
|ssc1name=Sideways Pound
|ssc1name=Sideways Pound
|ssc1dmg=7%
|ssc1dmg=7%
Line 158: Line 157:
|usdefname=Sing
|usdefname=Sing
|usdefdmg=0%
|usdefdmg=0%
|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.
|usdefdesc=Jigglypuff sings its trademark song, putting nearby opponents to sleep. The more damage they have taken, the longer they'll slumber, making them susceptible to free shots (like smash attacks or Rest). However, the song is short-ranged and makes Jigglypuff itself 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)
Line 164: Line 163:
|usc2name=Spinphony
|usc2name=Spinphony
|usc2dmg= 1% (second sound wave), 2% (third sound wave)
|usc2dmg= 1% (second sound wave), 2% (third sound wave)
|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.  
|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. Its long duration makes it easier to [[self-destruct]] with.
|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 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.
|dsdefdesc= Falls asleep. 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=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.  
|dsc1desc=Jigglypuff jumps into the air while falling asleep. 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, it cannot grab ledges while jumping, making it an ineffective recovery as with the normal Rest.  
|dsc2name=Wakie Wakie
|dsc2name=Wakie Wakie
|dsc2dmg=14-15%, 5% self-inflicted damage
|dsc2dmg=14-15%, 5% self-inflicted damage
|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.  
|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= 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.  
|fsdesc= Jigglypuff rapidly swells up to a gargantuan size, and sends all foes near it flying away horizontally with a mighty "JIGGLY!!!" before quickly deflating back to normal size. Jigglypuff's size is so great when inflating, its body completely takes up smaller stages and some medium sized ones, making the Final Smash is nearly inescapable.  
}}
}}
<center>
 
{| class="wikitable" style="text-align:center"
!Special Move!!Basic!!Custom 1!!Custom 2
|-
|[[Neutral Special]]||[[Rollout]]||Relentless Rollout||Raging Rollout
|-
|[[Side Special]]||[[Pound]]||Sideways Pound||Pound Blitz
|-
|[[Up Special]]||[[Sing]]||Hyper Voice||Spinphony
|-
|[[Down Special]]||[[Rest]]||Leaping Rest||Wakie Wakie
|-
|[[Final Smash]]||colspan=3|[[Puff Up]]
|}
</center>
==Trophies==
==Trophies==
==={{for3ds}} trophy descriptions===
==={{for3ds}} trophy descriptions===
1,968

edits