Jigglypuff (SSB): Difference between revisions

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|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=4%
|neutral2dmg=4%
|neutraldesc=A fast pair of jabs. The first is usually used in the middle of combos for some extra damage. The second is rarely used due to it having more ending lag.  
|neutraldesc=Jigglypuff performs two stubby punches. The first hit is usually used in the middle of combos for some extra damage. The second hit has a bit more ending lag, but it deals more damage and it launches opponents upwards, giving it setup potential. It is overall similar to Kirby's, but with more startup lag, and Jigglypuff has no rapid jab.
|ftiltname= 
|ftiltname= 
|ftiltdmg=8%
|ftiltdmg=8%
|ftiltdesc=Circles in place and kicks. Can be angled. The knockback angle can be adjusted according to the angle of the attack.
|ftiltdesc=Circles in place and kicks. Can be angled. Very weak for a forward tilt, but it does not have too much ending lag.
|utiltname= 
|utiltname= 
|utiltdmg=10%
|utiltdmg=10%
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|dtiltname= 
|dtiltname= 
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=Hitting just slightly in front, Jigglypuff's d-tilt sends the opponent upwards at a 70 degree angle. This attack is similar to the f-tilt angled up, with the main difference being that it has more cool down lag.
|dtiltdesc=Jigglypuff kicks forwards while crouching. The move sends the opponent upwards at a 70 degree angle. The move has high startup and ending lag, giving it limited utility.
|dashname= 
|dashname= 
|dashdmg=10% (clean), 6% (late)
|dashdmg=10% (clean), 6% (late)
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|fsmashname= 
|fsmashname= 
|fsmashdmg=16% (clean), 10% (late)
|fsmashdmg=16% (clean), 10% (late)
|fsmashdesc=This attack sends Jigglypuff forward with a quick burst of speed. One thing to note is that the hitbox comes out near the end of the attack, so if spaced and timed correctly, the opponent can grab the oncoming Jigglypuff before the attack connects. Above average knockback and a good finisher, despite being one of the weakest forward smashes in the game.
|fsmashdesc=This attack sends Jigglypuff forward with a quick burst of speed. It is similar to Kirby's forward smash, except it has more startup lag, and it deals less damage and knockback. Despite this, Jigglypuff's forward smash still has low startup lag for a forward smash and it still has above average knockback, making it a solid forward smash overall.
|usmashname= 
|usmashname= 
|usmashdmg=18% (clean), 10% (late)
|usmashdmg=18% (clean), 10% (late)
|usmashdesc=Rocks its head back then forward for an attack. If the opponent is hit early, this attack sends the opponent straight up for quick, low-percent kills, being tied with {{SSB|Mario}} and {{SSB|Luigi}} for the strongest up smash. At the last few frames of the attack, the hitbox exists only in front of Jigglypuff and sends the opponent forward with much less knockback. This attack is often used as a finisher.
|usmashdesc=Rocks its head back then forward for an attack. The move comes out fairly quickly, and it sends the opponent upwards, dealing high damage and very high knockback. It is one of the strongest up smashes in the game. At the last few frames of the attack, the move launches opponents horizontally, and deals much less damage and knockback. It is overall a solid up smash.
|dsmashname= 
|dsmashname= 
|dsmashdmg=16% (clean), 10% (late)
|dsmashdmg=16% (clean), 10% (late)
|dsmashdesc=Does a split, sending opponents on either side at a low angle. The hitbox extends quite a bit beyond Jigglypuff's feet, and this disjointed hitbox is most often used for [[edgeguarding]], as it allows the player to avoid getting hit by the [[Recovery|recovering]] opponent while still being able to prevent the opponent from grabbing the [[ledge]]. It can also attack opponents already on the ledge.
|dsmashdesc=Does a split, sending opponents on either side at a somewhat low angle. The hitbox extends quite a bit beyond Jigglypuff's feet, and this disjointed hitbox is most often used for [[edgeguarding]], as it allows the player to avoid getting hit by the [[Recovery|recovering]] opponent, while still being able to prevent the opponent from grabbing the [[ledge]]. It can also attack opponents already on the ledge. Has noticeably less range in the Japanese version.
|nairname= 
|nairname= 
|nairdmg=14% (clean), 9% (late)
|nairdmg=14% (clean), 9% (late)
|nairdesc=Extends a foot out, sending the opponent back. It is similar to Kirby's although it is slower and weaker. It is the slowest neutral aerial in the game in terms of startup lag although it still comes out fairly quickly. It has above average knockback, has a decent-sized, disjointed hitbox, and lasts for quite a while. Has [[sex kick]] properties.
|nairdesc=Extends a foot out, sending the opponent back. It is similar to Kirby's, although it is slower and weaker. It is the slowest neutral aerial in the game in terms of startup lag although it still comes out fairly quickly. It has above average knockback, has a noticeably disjointed hitbox, and lasts for quite a while, making it a great spacing and edgeuarding option.  
|fairname= 
|fairname= 
|fairdmg=13% (clean), 9% (late)
|fairdmg=13% (clean), 9% (late)
|fairdesc=Leans back and extends both feet out. Unlike most forward aerials, this one has [[sex kick]]-like properties — it loses power with time and lasts for quite a while. However, it isn't exactly a sex kick. This attack is often considered a weaker and shorter ranged version of Jigglypuff's nair.
|fairdesc=Leans back and extends both feet out. The attack is not particularly strong, but it can be used for combos.
|bairname= 
|bairname= 
|bairdmg=13% (clean), 9% (late)
|bairdmg=13% (clean), 9% (late)
|bairdesc=Spins and kicks backwards. This attack has low knockback and can be chained into more back aerials, although it isn't nearly as effective as ''Melee'''s [[Wall of Pain]].
|bairdesc=Spins and kicks backwards. Back aerial is fairly weak, and it can be chained into itself multiple times. The move does have short range however.
|uairname= 
|uairname= 
|uairdmg=16%
|uairdmg=16%
|uairdesc=Slaps upwards, making an arc with its arm, sending opponents upward. The hitbox extends throughout its body. Because the knockback is consistent throughout the hitbox, if the opponent is hit at the lower part of the hitbox, it may set up for aerial combos. Can KO floaty opponents at moderately high percents.
|uairdesc=Slaps upwards, making an arc with its arm, sending opponents upward with high knockback. The hitbox extends throughout its body. Because the knockback is consistent throughout the hitbox, if the opponent is hit at the lower part of the hitbox, it may set up for aerial combos. Can KO floaty opponents at moderately high percents.
|dairname= 
|dairname= 
|dairdmg=3% (hits 1-10), 30% (total), 3% (landing)
|dairdmg=3% (hits 1-10), 30% (total), 3% (landing)
|dairdesc=Like all drill kicks (other than {{SSB|Kirby}}'s), this attack has very low knockback and traps the opponent. When Jigglypuff lands while hitting the opponent with this attack, it can be followed up with almost any ground attack, depending on the [[DI]]. It is a very weak [[meteor smash]], the weakest in the game, but can nonetheless be used for edgeguarding. 3% per hit (total 10 hits).
|dairdesc=Like all drill kicks (other than {{SSB|Kirby}}'s), this attack has very low knockback and traps the opponent. When Jigglypuff lands while hitting the opponent with this attack, it can be followed up with almost any ground attack, depending on the [[DI]]. It is a very weak [[meteor smash]], but can nonetheless be used for edgeguarding. 3% per hit (total 10 hits). The move also has a landing hit, which can actually be quite useful, as the move has very low landing lag.
|grabname=
|grabname=
|grabdesc=
|grabdesc=
|fthrowname= 
|fthrowname= 
|fthrowdmg=14%
|fthrowdmg=14%
|fthrowdesc=Unlike most f-throws, this throw sends opponents straight up. This is both bad and good, as the attack rarely KOs and can't set up edgeguards, but at low percentages, it can be useful for combos.
|fthrowdesc=Jigglypuff throws the opponents straight up. This is both bad and good, as the attack rarely KOs and can't set up edgeguards, but at low percentages, it can be useful for combos.
|bthrowname= 
|bthrowname= 
|bthrowdmg=16%
|bthrowdmg=16%
|bthrowdesc=Throws the opponent backwards. This throw is among the most powerful throws in the game, knockback-wise.
|bthrowdesc=Jigglypuff slams the opponent backwards. It is overall a fairly standard back throw, having a good amount of power.
|floorbname=
|floorbname=
|floorbdmg=6%
|floorbdmg=6%