Jigglypuff (SSB4): Difference between revisions

→‎Changes from Brawl: Using information from Dantarion, Brawlbox, Kurogane, Smashboards and both games side by side.
(→‎Changes from Brawl: Using information from Dantarion, Brawlbox, Kurogane, Smashboards and both games side by side.)
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==Changes from ''Brawl''==
==Changes from ''Brawl''==
Being considered one of the worst characters in ''Brawl'', being the third-to-last ranked character in the tier list, Jigglypuff has been [[buff]]ed to become a more balanced character. Jigglypuff is not quite back to its strength from ''Melee'', but is considered to be closer to its strength from ''Smash 64''. Generally, its attacks now have more utility and less lag. Despite still being able to jump 6 times, Jigglypuff's recovery potential was nerfed. To compensate, however, some attacks were given more KOing power, such as its Back Aerial.
Jigglypuff has recieved a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', both directly and indirectly. Its ground attacks and recovery are overall weaker, it can no longer perform 2 aerials in a short hop and the removal of [[edgehogging]] hurt its edgeguarding, but Jigglypuff benefits from the removal of [[hitstun]] cancelling, now being capable of chaining its aerials into itself. It additionally has gained an extremely powerful finisher in back aerial and a much stronger Rest that benefits with [[rage]].


===Aesthetics===
===Aesthetics===
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===Attributes===
===Attributes===
*{{nerf|As Jigglypuff has an extremely high [[shield jump]] which can instantly KO it if nothing stops its vertical ascent, [[shielding]] is now a riskier option for Jigglypuff, since shields are now significantly easier to break as they no longer take 30% reduced damage from attacks (benefiting powerful moves such as {{SSB4|Ganondorf}}'s up tilt) and many characters' attacks deal increased [[shield damage]] (such as [[Shield Breaker]] and [[Bowser Bomb]]).}}
*{{nerf|As Jigglypuff has an extremely high [[shield jump]] which can instantly KO it if nothing stops its vertical ascent, [[shielding]] is now a riskier option for Jigglypuff, since shields are now significantly easier to break as they no longer take 30% reduced damage from attacks (benefiting powerful moves such as {{SSB4|Ganondorf}}'s up tilt) and many characters' attacks deal increased [[shield damage]] (such as [[Shield Breaker]] and [[Bowser Bomb]]).}}
*{{nerf|Jigglypuff has a lower [[short hop]] which prevents it from performing 2 forward, back or up aerials in a short hop.}}


===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack and up tilt have been sped up.}}
*{{nerf|Damage reductions on forward smash (16/14% → 15/13%), up smash (15/13% → 14/12%) and down smash (12% → 11%). However, only forward smash's knockback was properly compensated making up and down smash weaker despite their increased knockback growth (up smash 100 → 105, down smash 66 → 69).}}
*{{buff|Dash attack has less ending lag.}}
*{{nerf|The removal of [[DACUS]] slightly worsens its slow ground game and makes its up smash more situational.}}
*{{nerf|The removal of [[DACUS]] slightly worsens its slow ground game and makes its up smash more situational.}}
*{{Nerf|All smashes deal 1% less damage (forward smash 16/14% → 15/13%, up smash 15/13% → 14/12%, down smash 12% → 11%). However, only forward smash's knockback was compensated.}}
*{{nerf|Jab 2 has increased cool down.}}
*{{nerf|Since up and down smash deal 1% less damage, they are weaker despite their slightly increased knockback growth (up smash 100 → 105, down smash 66 → 69).}}
*{{buff|Down smash has reduced cool down.}}
*{{buff|Up smash has reduced cool down.}}


===Aerial attacks===
===Aerial attacks===
*{{nerf|Jigglypuff can no longer perform 2 forward, back or up aerials in a short hop.}}
*{{buff|Neutral aerial deals 1% more damage (10 → 11%) and has more knockback (20 base/90 growth → 30 base/100 growth).}}
*{{buff|Neutral aerial deals 1% more damage (10 → 11%) and has more knockback (20 base/90 growth → 30 base/100 growth).}}
*{{nerf|Forward aerial does 3% less damage (12 → 9%) and has less knockback growth (108 → 98).}}
*{{nerf|Forward aerial deals 3% less damage (12 → 9%) and has less knockback growth (108 → 98).}}
*{{buff|Forward aerial's reduced power gives it better combo potential.}}
*{{buff|Forward aerial's reduced power gives it better combo potential.}}
*{{buff|Up air has more reach.}}
*{{buff|Up air has more reach.}}
*{{buff|Back aerial deals 1% more damage (12 → 13%) and has drastically increased knockback (10 base/90 growth → 30 base/120 growth).}}
*{{buff|Back aerial deals 1% more damage (12 → 13%) and has drastically increased knockback (10 base/90 growth → 30 base/120 growth).}}
*{{nerf|Back aerial has more landing lag (15 frames → 18 frames). The back aerial's increased knockback weakens its use for [[Wall of pain]].}}
*{{nerf|Back aerial has more landing lag (15 frames → 18 frames). The back aerial's increased knockback weakens its use to [[Wall of Pain]].}}
*{{buff|Down aerial is harder to [[SDI]] out of.}}
*{{buff|Down aerial is harder to [[SDI]] out of.}}
*{{nerf|Down aerial deals less damage (16 → 14%) and no longer auto-cancels in a short hop.}}
*{{nerf|Down aerial deals less damage (16 → 14%) and no longer auto-cancels in a short hop.}}
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===Throws/other attacks===
===Throws/other attacks===
*{{buff|Standing grab, dash grab and pivot grab all have reduced cool down.}}
*{{buff|[[Pummel]] deals 0.1% more damage (3 → 3.1%).}}
*{{change|Jigglypuff now uses its other arm to [[pummel]], instead of its hair curl.}}
*{{change|Jigglypuff now uses its other arm to [[pummel]], instead of its hair curl.}}
*{{buff|All throws deal 1% more damage.}}
*{{buff|Dash grab has less ending lag.}}
*{{buff|Forward throw has slightly less endlag.}}


===Special moves===
===Special moves===
*{{buff|[[Rollout]] travels faster and deals more damage when traveling along slopes, such as in [[Green Hill Zone]] and [[Corneria]]. It can also bypass certain counter moves.}}
*{{buff|[[Rollout]] travels faster and deals more damage when travelling along slopes, such as in [[Green Hill Zone]] and [[Corneria]]. It can also bypass certain counter moves.}}
*{{nerf|Rollout deals much less damage and knockback and Jigglypuff can no longer move in midair after striking an opponent, weakening its recovery potential.}}
*{{nerf|Rollout deals much less damage and knockback. Jigglypuff can no longer move in midair after striking an opponent, weakening its recovery potential.}}
*{{buff|[[Pound]] has lost some of its momentum, increasing its usage as a defensive move as it blocks the vast majority of projectile moves. Additionally, the hitbox of the move lasts longer in a single place, making it less predictable and more likely to land a hit. The move also significantly benefits from the removal of damage reduction on [[shield]]s, allowing the late high [[shield damage]] hitbox to bring shields down to a near silver of health.}}
*{{buff|[[Pound]] has lost some of its momentum, increasing its usage as a defensive move as it blocks the vast majority of projectile moves. Additionally, the hitbox of the move lasts longer in a single place, making it less predictable and more likely to land a hit. The move also significantly benefits from the removal of damage reduction on [[shield]]s, allowing the late high [[shield damage]] hitbox to bring shields down to a near silver of health.}}
*{{nerf|Pound's reduced momentum weakens its horizontal recovery capabilities.}}
*{{nerf|Pound's reduced momentum weakens its horizontal recovery capabilities.}}
*{{buff|The removal of [[hitstun]] cancelling allows true combos into [[Rest]]. It additionally deals 5% more damage and more knockback and has a larger hitbox, greatly improving its utility.}}
*{{buff|[[Rest]] deals 5% more damage (15% → 20%) which greatly increases its knockback despite lower growths (75 → 66). It additionally has a larger hitbox (2.6 → 3.4 units) and reduced cool down, greatly improving its utility. The removal of [[hitstun]] cancelling allows true combos into [[Rest]].}}
*{{nerf|The implementation of Blast KOs from the upper blast line makes Rest less safe as a finishing move, possibly allowing the opponent to respawn quickly and providing a chance to punish.}}
*{{nerf|The implementation of Blast KOs from the upper blast line makes Rest less safe as a finishing move, possibly allowing the opponent to respawn quickly and providing a chance to punish.}}
*{{buff|[[Puff Up]] increases Jigglypuff's size significantly to where most stages are entirely covered, significantly increasing its reach.}}
*{{buff|[[Puff Up]] increases Jigglypuff's size significantly to where most stages are entirely covered, significantly increasing its reach.}}
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