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==Overview== | ==Overview== | ||
[[File:Jigglypuff Back Aerial Hitbox Melee.gif|thumb|left|Jigglypuff's Wall of Pain relies on the particularly large hitbox of its back air, especially in ''Melee''.]] | [[File:Jigglypuff Back Aerial Hitbox Melee.gif|thumb|left|Jigglypuff's Wall of Pain relies on the particularly large hitbox of its back air, especially in ''Melee''.]] | ||
On the ground, Jigglypuff should move forward in the air with each attack, then once the opponent is hit, move back to the place where the Wall of pain was started. This allows for quick attacks and keeps Jigglypuff out of [[range]] from any retaliations. In ''[[Super Smash Bros. Melee]]'', this is done by interspacing Jigglypuff's [[back aerial]] with [[jump]]s while moving off the stage, utilizing Jigglypuff's superior air maneuverability to always land a hit with each spin kick. | |||
In ''Brawl'', the back aerial has lost its [[knockback]], and the [[forward aerial]] has had its increased, which allows for an easier WoP, since Jigglypuff does not need to face backward. Therefore, when on the ground, or working up damage, the back aerial WoP is utilized to keep the forward aerial fresh, but for juggling off the stage at higher [[damage]], the forward aerial, with greater knockback, works better. [[Stale-move negation]] means that switching between the two, if possible, has a greater effect. [[Pound]] can be incorporated into the WoP if used solely for working up damage. | In ''Brawl'', the back aerial has lost its [[knockback]], and the [[forward aerial]] has had its increased, which allows for an easier WoP, since Jigglypuff does not need to face backward. Therefore, when on the ground, or working up damage, the back aerial WoP is utilized to keep the forward aerial fresh, but for juggling off the stage at higher [[damage]], the forward aerial, with greater knockback, works better. [[Stale-move negation]] means that switching between the two, if possible, has a greater effect. [[Pound]] can be incorporated into the WoP if used solely for working up damage. | ||
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==Other characters== | ==Other characters== | ||
While other characters also have midair jumps, most do not have the appropriate recovery potential, air speed, or falling speed in order to fully emulate Jigglypuff's Wall of Pain. Wolf, Kirby, King Dedede, Meta Knight, and Bayonetta, however, | While other characters also have midair jumps, most do not have the appropriate recovery potential, air speed, or falling speed in order to fully emulate Jigglypuff's Wall of Pain. Wolf, Kirby, King Dedede, Meta Knight, and Bayonetta, however, can perform similar techniques. Some other characters, such as {{SSBM|Captain Falcon}} in ''Melee'', may have "pseudo-Wall of Pains" with similar outcomes, which however are not based on a back air. | ||
===[[Kirby]]=== | ===[[Kirby]]=== | ||
In ''Melee'', {{SSBM|Kirby}} can use a similar technique to the Wall of Pain with his back air. Called the '''Fence of Pain''', due to having more "holes" than Jigglypuff's Wall of Pain, the technique is arguably Kirby's most powerful in his otherwise weak ''Melee'' metagame. | In ''Melee'', {{SSBM|Kirby}} can use a similar technique to the Wall of Pain with his back air. Called the '''Fence of Pain''', due to having more "holes" than Jigglypuff's Wall of Pain, the technique is arguably Kirby's most powerful in his otherwise weak ''Melee'' metagame. | ||
The technique returned in ''Brawl'', | The technique returned in ''Brawl'' and, as a result of Kirby's improved air speed in the game, it is arguably as powerful as Jigglypuff's Wall of Pain. | ||
Kirby is still capable of performing a wall of pain in ''Smash 4'' using his forward aerial, sometimes being able to carry opponents entirely off-stage from 0 percent. This wall of pain requires proper reading of the opponent's trajectory to use, and typically won't work against fast-fallers or those with high air speed. | Kirby is still capable of performing a wall of pain in ''Smash 4'' using his forward aerial, sometimes being able to carry opponents entirely off-stage from 0 percent. This wall of pain requires proper reading of the opponent's trajectory to use, and typically won't work against fast-fallers or those with high air speed. | ||
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==={{SSBB|King Dedede}}=== | ==={{SSBB|King Dedede}}=== | ||
In ''Brawl'', King Dedede has his own wall of pain with his back air. It is arguably as useful as Jigglypuff's due to his back air's speed, lingering hitbox, short duration, and decent power. However, it can be difficult to continue chasing opponents with it due to his very fast falling speed and incredibly low air speed, | In ''Brawl'', King Dedede has his own wall of pain with his back air. It is arguably as useful as Jigglypuff's due to his back air's speed, lingering hitbox, short duration, and decent power. However, it can be difficult to continue chasing opponents with it due to his very fast falling speed and incredibly low air speed, though his low gravity as well as his long, hard-to-intercept recovery can reduce the risk of using this technique. | ||
==={{SSBB|Wolf}}=== | ==={{SSBB|Wolf}}=== | ||
In ''Brawl'', Wolf can use a wall of pain with his back air, which is often considered a useful strategy for | In ''Brawl'', Wolf can use a wall of pain with his back air, which is often considered a useful strategy for him due to his very high air speed and his back air's speed, power, and range. However, his very poor recovery and fast falling speed make it very risky to perform. | ||
==={{SSB4|Bayonetta}}=== | ==={{SSB4|Bayonetta}}=== | ||
In ''Smash 4'', Bayonetta has a wall of pain in her forward air, | In ''Smash 4'', Bayonetta has a wall of pain in her forward air, which is a three-hit combo and raises her slightly in the air with each use. | ||
{{AllGames|Techniques}} | {{AllGames|Techniques}} | ||
[[Category:Character-specific terminology]] | [[Category:Character-specific terminology]] | ||
[[Category:Jigglypuff]] | [[Category:Jigglypuff]] |
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