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Luigifan18 (talk | contribs) m (Link-making) |
Luigifan18 (talk | contribs) (→Overview: The inability to air dodge offstage without completely and utterly screwing oneself out of a stock was one of the major reasons why the Wall of Pain was so wickedly effective in Melee.) |
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The wall of pain is not nearly as effective in the other ''Smash'' games when compared to ''Melee''. In ''Smash 64'', Jigglypuff's lesser jumping abilities prevent it from continuing the combo for as long, while more effective finishing combos exist due to the game's increased hitstun. | The wall of pain is not nearly as effective in the other ''Smash'' games when compared to ''Melee''. In ''Smash 64'', Jigglypuff's lesser jumping abilities prevent it from continuing the combo for as long, while more effective finishing combos exist due to the game's increased hitstun. | ||
In ''Brawl'', due to the introduction of [[Hitstun canceling]], the wall of pain is no longer a true combo; opponents can simply air dodge to escape it, or counterattack with a move of their own. Thus, while the wall of pain can technically still be performed, the technique is no longer a viable edgeguarding maneuver, as Jigglypuff now has other, superior options. | In ''Brawl'', due to the introduction of [[Hitstun canceling]], the wall of pain is no longer a true combo; opponents can simply air dodge to escape it, or counterattack with a move of their own. (Air dodging is not an option to escape the wall of pain in ''Melee'' because it causes [[helpless]]ness, meaning that the opponent cannot recover.) Thus, while the wall of pain can technically still be performed, the technique is no longer a viable edgeguarding maneuver, as Jigglypuff now has other, superior options. | ||
In ''Smash 4'', hitstun canceling has been mostly toned down, but Jigglypuff's back aerial has much more knockback, now being designed as a finisher rather than a combo move, which makes it easier to finish a WoP with a back aerial but harder to keep one going. As such, most WoPs in ''Smash 4'' generally utilize Jigglypuff's [[forward aerial]] (and [[neutral aerial]] as a finisher) instead. | In ''Smash 4'', hitstun canceling has been mostly toned down, but Jigglypuff's back aerial has much more knockback, now being designed as a finisher rather than a combo move, which makes it easier to finish a WoP with a back aerial but harder to keep one going. As such, most WoPs in ''Smash 4'' generally utilize Jigglypuff's [[forward aerial]] (and [[neutral aerial]] as a finisher) instead. |
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