Jigglypuff (SSB4): Difference between revisions

→‎Aerial attacks: Choice of words
m (→‎Ground attacks: Choice of words)
(→‎Aerial attacks: Choice of words)
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**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}}
**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Clean forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98) significantly hindering its KO potential.}}
**{{nerf|A clean hit with forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98) significantly hindering its KO potential.}}
***{{buff|However, this also improves its followup potential.}}
***{{buff|However, this also improves its followup potential.}}
**{{change|Late forward aerial has increased base knockback (12 → 30), improving its safety and edgeguarding potential but hindering its followup and locking potential.}}
**{{change|Late forward aerial has increased base knockback (12 → 30), improving its safety and edgeguarding potential but hindering its followup and locking potential.}}
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**{{nerf|Back aerial launches opponents at a higher angle (361° → 46°), which removes its ability to lock and hinders its KO potential.}}
**{{nerf|Back aerial launches opponents at a higher angle (361° → 46°), which removes its ability to lock and hinders its KO potential.}}
**{{nerf|Back aerial's near hitbox has been removed. The move is also less disjointed due to Jigglypuff's size being increased, without the hitboxes being moved to compensate.}}
**{{nerf|Back aerial's near hitbox has been removed. The move is also less disjointed due to Jigglypuff's size being increased, without the hitboxes being moved to compensate.}}
***{{nerf|Altogether, these changes significantly hinder back aerial's spacing and [[Wall of Pain]] potential.}}
***{{nerf|Altogether, these changes significantly worsen back aerial's spacing and [[Wall of Pain]] potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has a longer duration (frames 8-16 → 9-21).}}
**{{buff|Up aerial has a longer duration (frames 8-16 → 9-21).}}
**{{buff|Up aerial has a new animation where Jigglypuff extends its arm, with its hitboxes being moved upwards to compensate (x offset: 4/1/-2 → 7/4/1). This increases its vertical range.}}
**{{buff|Up aerial has a new animation where Jigglypuff extends its arm, with its hitboxes being moved upwards to match (x offset: 4/1/-2 → 7/4/1). This increases its range above Jigglypuff.}}
***{{nerf|However, this also reduces its range below Jigglypuff and the new animation is longer (39 frames → 49).}}
***{{nerf|However, this also reduces its range below Jigglypuff.}}
***{{nerf|The new animation is longer (39 frames → 49).}}
**{{nerf|Up aerial has more startup (frame 8 → 9) and ending lag (FAF 37 → 45).}}
**{{nerf|Up aerial has more startup (frame 8 → 9) and ending lag (FAF 37 → 45).}}
**{{nerf|Up aerial's near hitboxes are smaller (4u/4u → 3u/3u).}}
**{{nerf|Up aerial's near hitboxes are smaller (4u/4u → 3u/3u).}}
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**{{buff|Down aerial now has an additional, ninth hit that launches opponents horinzontally (270° (grounded)/30° (aerial) → 45° (both)) and deals higher knockback (20/10 (base)/100 (scaling) → 30/150), improving its edgeguarding and KO potential.}}
**{{buff|Down aerial now has an additional, ninth hit that launches opponents horinzontally (270° (grounded)/30° (aerial) → 45° (both)) and deals higher knockback (20/10 (base)/100 (scaling) → 30/150), improving its edgeguarding and KO potential.}}
***{{buff|This new final hit also decreases the move's ending lag as its total duration was not fully compensated.}}
***{{buff|This new final hit also decreases the move's ending lag as its total duration was not fully compensated.}}
***{{nerf|However much like with the first eight hits, this also hinders its followup potential against grounded opponents, in addition to sending aerial opponents at a higher angle.}}
***{{nerf|However, much like with the first eight hits, this, in addition to sending aerial opponents at a higher angle also hinders its combo potential.}}
**{{change|The final hit has a much higher hitlag multiplier (0.8× → 2.2×).}}
**{{change|The final hit has a much higher hitlag multiplier (0.8× → 2.2×).}}
**{{nerf|Down aerial has more start-up lag (frame 5 → 7).}}
**{{nerf|Down aerial has more start-up lag (frame 5 → 7).}}
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