Jigglypuff (SSB4)/Down tilt: Difference between revisions
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==Overview== | ==Overview== | ||
Jigglypuff performs a crouching kick while extending its leg outwards. It has the longest reach of Jigglypuff's tilts, a valuable asset in its low range moveset. Additionally, the move deals 10% damage, an impressive amount of damage for a tilt. It also possesses good base knockback and | Jigglypuff performs a crouching kick while extending its leg outwards. It has the longest reach of Jigglypuff's tilts, a valuable asset in its low range moveset. Additionally, the move deals 10% damage, an impressive amount of damage for a tilt. It also possesses good base knockback and has a semi-spike angle, making it useful for gimping opponents; this makes it safe on hit at any percent as well. However, the move has some shortcomings which prevent it from being better, mostly its lack of speed. It is Jigglypuff's slowest tilt; the hitbox is not active until frame 10, and the entire move's duration is 30 frames. This makes using the move a commitment as a grounded move, limiting its utility in many circumstances. Another factor is the move's low knockback scaling, the lowest of her tilts. Finally, contrary to its above average range for Jigglypuff's moveset, it does not posses good range compared to other characters and has no [[Hitbox#Overview|disjoint]], making it easy to contest. Overall, the move has situational strengths as part of Jigglypuff's ground game, such as [[Edge-guarding|edgeguarding]] and [[Combo|combos]], but its weaknesses prevent it from being a common [[Neutral game|neutral]] tool at high play. | ||
==Hitboxes== | ==Hitboxes== |
Revision as of 16:42, January 29, 2018
Overview
Jigglypuff performs a crouching kick while extending its leg outwards. It has the longest reach of Jigglypuff's tilts, a valuable asset in its low range moveset. Additionally, the move deals 10% damage, an impressive amount of damage for a tilt. It also possesses good base knockback and has a semi-spike angle, making it useful for gimping opponents; this makes it safe on hit at any percent as well. However, the move has some shortcomings which prevent it from being better, mostly its lack of speed. It is Jigglypuff's slowest tilt; the hitbox is not active until frame 10, and the entire move's duration is 30 frames. This makes using the move a commitment as a grounded move, limiting its utility in many circumstances. Another factor is the move's low knockback scaling, the lowest of her tilts. Finally, contrary to its above average range for Jigglypuff's moveset, it does not posses good range compared to other characters and has no disjoint, making it easy to contest. Overall, the move has situational strengths as part of Jigglypuff's ground game, such as edgeguarding and combos, but its weaknesses prevent it from being a common neutral tool at high play.
Hitboxes
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