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(→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''== | ||
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=== | ||
*{{ | *{{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).}} | ||
*{{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|Jab 2 has increased cool down.}} | ||
*{{ | *{{buff|Down smash has reduced cool down.}} | ||
*{{buff|Up smash has reduced cool down.}} | |||
===Aerial attacks=== | ===Aerial attacks=== | ||
*{{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 | *{{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 | *{{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.}} | ||
===Special moves=== | ===Special moves=== | ||
*{{buff|[[Rollout]] travels faster and deals more damage when | *{{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 | *{{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| | *{{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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