Jigglypuff (SSB4): Difference between revisions
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Jigglypuff has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', both directly and indirectly, but was buffed overall. Jigglypuff benefits from the removal of [[hitstun]] cancelling, as it is now able to perform true combos with its aerials again. Additionally, its back aerial has been buffed to KO reliably at realistic percentages, making one of its spacing moves deadly on hit. Also, its dash attack is now able to block attacks, giving it a new approach tactic and more tools to deal with projectiles, especially when combined with its longer lasting [[Pound]]. Finally, Jigglypuff's [[Rest]] has regained some of the power that it lost in ''Brawl'', scales well with [[Rage]], and is much easier to land due to the aforementioned removal of hitstun cancelling and the changes to [[shield]] mechanics that make it much easier to punish laggy moves with Rest out of shield. However, Jigglypuff's ground attacks and recovery were nerfed, and it can no longer perform two aerials in a single short hop. Furthermore, it still has among the worst reaches in the game. While the changes to hitstun allow Jigglypuff to string together aerials more efficiently to edgeguard, it has a harder time edgeguarding overall due to the improved recoveries of the rest of the cast and the removal of [[edgehogging]]. Lastly, the fact shields no longer do reduced damage worsens its already poor defense. | Jigglypuff has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', both directly and indirectly, but was buffed overall. Jigglypuff benefits from the removal of [[hitstun]] cancelling, as it is now able to perform true combos with its aerials again. Additionally, its back aerial has been buffed to KO reliably at realistic percentages, making one of its spacing moves deadly on hit. Also, its dash attack is now able to block attacks, giving it a new approach tactic and more tools to deal with projectiles, especially when combined with its longer lasting [[Pound]]. Finally, Jigglypuff's [[Rest]] has regained some of the power that it lost in ''Brawl'', scales well with [[Rage]], and is much easier to land due to the aforementioned removal of hitstun cancelling and the changes to [[shield]] mechanics that make it much easier to punish laggy moves with Rest out of shield. However, Jigglypuff's ground attacks and recovery were nerfed, and it can no longer perform two aerials in a single short hop. Furthermore, it still has among the worst reaches in the game. While the changes to hitstun allow Jigglypuff to string together aerials more efficiently to edgeguard, it has a harder time edgeguarding overall due to the improved recoveries of the rest of the cast and the removal of [[edgehogging]]. Lastly, the fact shields no longer do reduced damage worsens its already poor defense. | ||
Also, Jigglypuff has exceptionally poor custom moves, most notably Wakie Wakie and Spinphony, which detract from its specials (despite having among the worst set of specials already, with the exception of Rest). | Also, Jigglypuff has exceptionally poor custom moves, most notably Wakie Wakie and Spinphony, which detract from its specials (despite having among the worst set of specials already, with the exception of Rest and arguably Pound). | ||
Overall, Jigglypuff is noticeably more effective than in ''Brawl'' (where it's representation was infamously low), but still lacks the middling playerbase and results it had in ''64'', and as such, it also does not match up with its top-level representation in ''Melee''. | Overall, Jigglypuff is noticeably more effective than in ''Brawl'' (where it's representation was infamously low), but still lacks the middling playerbase and results it had in ''64'', and as such, it also does not match up with its top-level representation in ''Melee''. |
Revision as of 15:54, October 5, 2015
Jigglypuff in Super Smash Bros. 4 | |
---|---|
Universe | Pokémon |
Other playable appearances | in SSB in Melee in Brawl |
Availability | Unlockable (3DS) Starter (Wii U) |
Final Smash | Puff Up |
Jigglypuff (プリン, Purin) is a playable character in Super Smash Bros. 4. It was formally added to the official website on November 5th, 2014, though the launch of the 3DS version in Japan two months prior meant that it was already known to be in the game. It was also seen several times during the Super Smash Bros. for Wii U: 50-Fact Extravaganza.
Jigglypuff is once again voiced by Rachael Lillis (English) and Mika Kanai (Japanese) with the same voice clips from earlier installments. As in previous games, it also has different voice actresses in French and German due to name changes.
How to unlock
Complete one of the following:
- Collect 30 different equipment items.
- Play 120 VS Matches.
Jigglypuff must then be defeated on Unova Pokémon League.
Jigglypuff does not need to be unlocked in the Wii U version.
Attributes
Changes from Brawl
Jigglypuff has received a mix of buffs and nerfs in the transition from Brawl to SSB4, both directly and indirectly, but was buffed overall. Jigglypuff benefits from the removal of hitstun cancelling, as it is now able to perform true combos with its aerials again. Additionally, its back aerial has been buffed to KO reliably at realistic percentages, making one of its spacing moves deadly on hit. Also, its dash attack is now able to block attacks, giving it a new approach tactic and more tools to deal with projectiles, especially when combined with its longer lasting Pound. Finally, Jigglypuff's Rest has regained some of the power that it lost in Brawl, scales well with Rage, and is much easier to land due to the aforementioned removal of hitstun cancelling and the changes to shield mechanics that make it much easier to punish laggy moves with Rest out of shield. However, Jigglypuff's ground attacks and recovery were nerfed, and it can no longer perform two aerials in a single short hop. Furthermore, it still has among the worst reaches in the game. While the changes to hitstun allow Jigglypuff to string together aerials more efficiently to edgeguard, it has a harder time edgeguarding overall due to the improved recoveries of the rest of the cast and the removal of edgehogging. Lastly, the fact shields no longer do reduced damage worsens its already poor defense.
Also, Jigglypuff has exceptionally poor custom moves, most notably Wakie Wakie and Spinphony, which detract from its specials (despite having among the worst set of specials already, with the exception of Rest and arguably Pound).
Overall, Jigglypuff is noticeably more effective than in Brawl (where it's representation was infamously low), but still lacks the middling playerbase and results it had in 64, and as such, it also does not match up with its top-level representation in Melee.
Aesthetics
- Its appearance, much like the other returning playable Pokémon, has been updated to match recent appearances, notably Pokémon X and Pokémon Y. It is, like most other characters, more expressive than in previous iterations. It has brighter, more cyan colored eyes, which are also much smaller than in previous iterations and farther apart from each other, and a wider, higher-positioned mouth.
- Jigglypuff's mouth is now closed and smiling, instead of being open as in previous games.
Attributes
- As Jigglypuff has an extremely high shield jump which can instantly KO it if nothing stops its vertical ascent, shielding is now a riskier option for Jigglypuff, since shields are now significantly easier to break as they no longer take 30% reduced damage from attacks (highly benefiting moves that deal significant shield damage, such as Ganondorf's up tilt, Shield Breaker, and Bowser Bomb).
- Jigglypuff has a lower short hop which prevents it from performing 2 forward, back or up aerials in a short hop.
- Jigglypuff dashes slightly faster (1.1 → 1.155).
Ground attacks
- Damage reductions on forward smash (16/14% → 15/13%), up smash (15/13% → 14/12%) and down smash (12% → 11%). However, only forward smash's knockback was properly compensated making up and down smash weaker despite their increased knockback growth (up smash 100 → 105, down smash 66 → 69).
- The removal of DACUS slightly worsens its slow ground game and makes its up smash more situational.
- Neutral attack can no longer jab reset, removing Jigglypuff's most reliable way to safety set up Rest or a charged smash from a missed tech.
- Neutral attack links together reliably due to its new vertical trajectory.
- Jab 2 has increased cool down.
- Down smash has reduced cool down.
- Up smash has reduced cool down.
- Dash attack can now block attacks, making it safer as an approach option.
Aerial attacks
- Neutral aerial deals 1% more damage (10 → 11%) and has more knockback (20 base/90 growth → 30 base/100 growth).
- Forward aerial deals 3% less damage (12 → 9%) and has less knockback growth (108 → 98).
- Forward aerial's reduced power gives it better combo potential.
- Up air has more reach.
- Back aerial deals 1% more damage (12 → 13%) and has drastically increased knockback (10 base/90 growth → 30 base/120 growth).
- Back aerial has more landing lag (15 frames → 18 frames). The back aerial's increased knockback weakens its use to Wall of Pain.
- Down aerial is harder to SDI out of.
- Down aerial deals less damage (16 → 14%) and no longer auto-cancels in a short hop.
- Down aerial now knocks the opponent back, which gives Jigglypuff some new follow-up options and a new edgeguarding tool but removes some previous follow-up options to compensate.
Throws/other attacks
- Standing grab, dash grab and pivot grab all have reduced cool down.
- Pummel comes out faster and deals 0.1% more damage (3 → 3.1%).
- Jigglypuff now uses its other arm to pummel, instead of its hair curl.
Special moves
- Rollout travels faster and deals more damage when travelling along slopes, such as in Green Hill Zone and Corneria. It can also bypass certain counter moves.
- Rollout deals much less damage and knockback. Jigglypuff can no longer move in midair after striking an opponent, weakening its recovery potential.
- Pound has lost some of its momentum, increasing its usage as a defensive move as it blocks the vast majority of projectile moves. Additionally, the hitbox of the move lasts longer in a single place, making it less predictable and more likely to land a hit. The move also significantly benefits from the removal of damage reduction on shields, allowing the late high shield damage hitbox to bring shields down to a near silver of health.
- Pound's reduced momentum weakens its horizontal recovery capabilities.
- Sing can now be countered by opponents.
- Rest deals 5% more damage (15% → 20%) which greatly increases its knockback despite lower growths (75 → 66). It additionally has a larger hitbox (2.6 → 3.4 units) and reduced cool down, greatly improving its utility. The removal of hitstun cancelling allows true combos into Rest.
- The implementation of Blast KOs from the upper blast line makes Rest less safe as a finishing move, possibly allowing the opponent to respawn quickly and providing a chance to punish.
- Conversely, the lengthening of Screen KOs hinders an opponent's chance to punish Jigglypuff, as they are just as long as Star KOs.
- Puff Up increases Jigglypuff's size significantly to where most stages are entirely covered, significantly increasing its reach.
- Jigglypuff deals 1% less damage (18% → 17%) upon contact, when it is performing Puff Up.
- Puff Up also now makes the stage shake. Additionally, Jigglypuff's eyes now continue to glow yellow from the Final Smash effect when performing Puff Up.
Update history
Despite its numerous flaws, Jigglypuff has not been significantly buffed in updates so far. The only buff it has received has been to its down special, Rest, and it can overall be considered negligible. Furthermore, due to the changes in the shield mechanics in 1.1.0 and 1.1.1, which increased the hitlag on some powerful attacks and shieldstun was significantly increased, Jigglypuff's poor defense was nerfed even further. In spite of it, while Jigglypuff is more susceptible to shield jumps than in the past, it is certainly not the character that gets harmed the most, thanks to its still quick and useful out of shield option in its neutral air.
- Flower damage from Rest slightly increased: 35 → 36
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Two very quick, yet extremely short ranged slaps. Can act as a pseudo-jab cancel into certain moves, particularly Pound, a grab or another jab. | ||
3% | ||||
Forward tilt | 10% | Spins once while kicking. Short ranged. | ||
Up tilt | 9% | Lifts its foot behind it, attacking upward. Surprisingly powerful, it can KO at 140%, although it won't hit opponents in front of Jigglypuff, and has some start-up. | ||
Down tilt | 10% | Ducks down and sticks its foot out. Good for setting up edgeguards. | ||
Dash attack | 12% | Dives forwards. Decently quick with good knockback for a dash attack, although Jigglypuff's slow dashing speed somewhat limits its utility. Good KO move near the ledge, usually starting at 130%. It can block attacks on certain frames. | ||
Forward smash | 15% (clean), 12% (late) | Slides forward while keeping foot stuck out. Powerful, but has considerable ending lag. Begins to KO at 90%. | ||
Up smash | 14% (clean), 12% (late) | Headbutts upward. Most effective if the foe is behind Jigglypuff. Begins to KO at 130%. | ||
Down smash | 11% | Puffs downward, kicking to both sides. Jigglypuff spins while charging the attack. It is a semi-spike, but difficult to connect with. Pushes opponents quite far. | ||
Neutral aerial | 11% clean, 6% late | Sticks foot out, shrinking in on itself a little. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted. Commonly used to block opponents from the ledge, or ending a Wall of Pain. | ||
Forward aerial | 9% (sweetspot), 6% (sourspot) | Dropkicks forward. Weak knockback, but is most commonly used for a Wall of Pain. | ||
Back aerial | 13% | Spins once backward and kicks. A quick and potent finisher, able to KO at 120%. | ||
Up aerial | 9% | Waves once upward, has good duration, very small hitbox. Good for juggling. | ||
Down aerial | 14% if all hits connect | A spinning drill kick. Good out of shield option and somewhat effective as an anti-juggling tool. | ||
Grab | — | Hooks opponent. Low range. | ||
Pummel | 3% | Slaps opponent. A bit slow, but also a powerful pummel for its speed. One of the best pummels in the game. | ||
Forward throw | 11% | Puffs once, hitting opponent forward. Low knockback, but has low ending lag. | ||
Back throw | 11% | Back suplexes opponent. Decent knockback and good for putting opponents off the ledge to edgeguard with its aerials. | ||
Up throw | 11% | Spins once and sends opponent up. Decent finisher, especially during the effects of rage and on stages with platforms. | ||
Down throw | 11% | Rolls back and forth on its opponent, send them straight up. Decent for followups, especially with up air, but its high base knockback can make it difficult to properly get the followups. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Spins legs around while getting up, kicking in front and behind it. | ||
Floor attack (back) Floor getups (back) |
7% | Kicks in front of it, then behind it. | ||
Floor attack (trip) Floor getups (trip) |
10% | Spins on the ground while kicking both sides, similar to Captain Falcon's frontal floor attack. | ||
Edge attack Edge getups |
6% | Does a flip kick onto the stage. | ||
Neutral special | Default | Rollout | 14% fully charged | Jigglypuff rolls forward to attack, similar to Yoshi's Egg Roll. The move's power, range, and speed can be increased by charging it. When it is fully charged, Jigglypuff will say "Jiggly!" and briefly flash. Hitting a foe will cause Jigglypuff to rebound. Can be used for recovery, but hitting an opponent in the air will cause Jigglypuff to spin around in circles while falling, leading to a KO. |
Custom 1 | Relentless Rollout | 1-2% (loop) | This Rollout charges up much quicker, and travels faster and farther. The move doesn't end if it hits someone, instead rolling through them and dealing 1% or 2% of damage at max charge for every time it makes contact. Much better for recovery than the default version. | |
Custom 2 | Raging Rollout | 16% | The charge time is nearly twice that of the normal version, but Jigglypuff rolls faster and deals more knockback. This attack is also unblockable High endlag and meager horizontal distance make this custom move unsuited for recovery. Jigglypuff also cannot turn around. | |
Side special | Default | Pound | 11% | Jigglypuff punches forward, causing moderate knockback. The punch's momentum also sends Jigglypuff sideways, making it one of the two special moves it can use to recover. It also does a high amount of shield damage and has a surprisingly long-lasting hitbox. |
Custom 1 | Sideways Pound | 7% | In exchange for recovery and damage, this Pound's knockback sends the foe on a semi-spike trajectory. | |
Custom 2 | Pound Blitz | 9% | Jigglypuff's slap hits the foe multiple times, granting it more power, shield damage, and recovery momentum. However, it has slightly less damage and much greater endlag. | |
Up special | Default | Sing | 0% | Jigglypuff sings its trademark song, putting nearby opponents to sleep. The more damage they have taken, the longer they'll slumber, making them susceptible to free shots (like smash attacks or Rest). However, the song is short-ranged and makes Jigglypuff itself vulnerable to free shots as well. It does not travel any vertical distance. Because of this, Sing is almost never used in competitive play. |
Custom 1 | Hyper Voice | 3% (first and second sound waves), 5% (third sound wave) | Jigglypuff uses a louder voice while singing, inflicting damage on foes in lieu of putting them to sleep. The first sound wave causes enemies to flinch, the second does not, and the third has the most range as well as decent knockback. Slower than Sing. | |
Custom 2 | Spinphony | 1% (second sound wave), 2% (third sound wave) | Startup and execution is extremely slow, but Jigglypuff sings a song that has the power to flip opponents, similar to Mario's Cape. Does damage like Hyper Voice, but is much weaker, with the first sound wave doing no damage at all. Good for edge-guarding, but its long duration makes it easier to self-destruct with if used above no platform at all. | |
Down special | Default | Rest | 20% (hit), 36% from the flower effect | Falls asleep. Launches opponents upwards if timed properly and used at point-blank range. The move has almost no startup lag (1 frame) and catastrophic vertical knockback if landed (KO'ing at 60%), and puts a flower on the victim's head. If Rest misses, it has dire consequences: Jigglypuff is left completely open for roughly 5 seconds, which is more than enough time for the opponent to launch a devastating counterattack. It still has a chance to be punished if the opponent is Blast KOed at the upper blast line rather than Star KOed or Screen KOed, though they must be quick. Jigglypuff appears to be invincible for a few frames when the move is used (when it flashes white), though this really isn't all that useful. |
Custom 1 | Leaping Rest | 11% | Jigglypuff jumps into the air while falling asleep. It has less strength than normal and has no flower effect, but has quicker startup and can still reliably score KO's. Since Jigglypuff is sleeping, it cannot grab ledges while jumping, making it an ineffective recovery as with the normal Rest. | |
Custom 2 | Wakie Wakie | 14-15%, 5% self-inflicted damage | Jigglypuff pushes back opponents while sleeping, and creates an explosion upon waking up. The move loses its tremendously powerful (but tiny) hitbox at the start and inflicts 5% recoil damage, but Jigglypuff takes a shorter nap and the explosion inflicts 14-15% fire damage. | |
Final Smash | Puff Up | 17% | Jigglypuff rapidly swells up to a gargantuan size, and sends all foes near it flying away horizontally with a mighty "JIGGLY!!!" before quickly deflating back to normal size. Jigglypuff's size is so great when inflating, its body completely takes up smaller stages and some medium sized ones, making the Final Smash nearly inescapable. |
Taunts
- Up Taunt: Happily spins in place on one foot then looks and winks at the camera inflated, all while crying "Jigglypuff!" (プリプリーン!). This is its taunt since Melee.
- Side Taunt: Twirls around then poses while looking away at the opposite side it is facing, then blinks twice in a cute fashion.
- Down Taunt: Deflates and falls to the ground, flattened, then quickly inflates up again. This taunt is similar to its fainting animation in home-console Pokémon games like Pokémon Battle Revolution.
Idle Poses
- Looks at its side while jumping.
On-screen appearance
- Emerges from a Poké Ball.
Victory fanfare
- A small excerpt of the Pokémon Red / Blue title theme. Shared with Pikachu, Charizard, Lucario, Greninja and Mewtwo.
Victory Poses
- JigglypuffPose3WiiU.png
- JigglypuffPose2WiiU.png
- JigglypuffPose1WiiU.png
- Sleeps and then suddenly wakes up. It continues to drift off to sleep and wake up groggily.
- Jumps up and lands on its back.
- Jumps twice, then does a backflip and looks at the camera.
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Jigglypuff | 1121 | 1122 | 1321 | 1322 | 2121 |
2122 | 2321 | 2322 | 3121 | 1221 |
Notable players
Trophies
- Jigglypuff
- This Normal- and Fairy-type Pokémon is best known for its soothing singing, which quite often puts foes to sleep. In this game, Jigglypuff fights best in the air, and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, just about any opponent could launch it in their sleep!
- Jigglypuff (Alt.)
- When you use the Rest down special, you go into a deep sleep, as you'd expect. But if anyone is touching you when you do it, you'll inflict a lot of damage and launch them directly upwards. They even continue to take damage afterwards. It's not easy to pull off, though, and falling asleep leaves you open to attacks, so be careful.
- Puff Up
- When Jigglypuff uses its Final Smash, it starts to grow bigger. And bigger. And bigger! Before you know it, Jigglypuff will have completely taken over the screen-and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand! At near full size, Jigglypuff will damage and launch anyone it touches.
- It doesn't deal a lot of damage or launch opponents a long way. No, when Jigglypuff uses its Final Smash, it gets...bigger. And bigger. And bigger. Before you know it, Jigglypuff will have completely taken over the screen - and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand!
- JigglypuffAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- All-Star Battle: Secret: Jigglypuff is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous Super Smash Bros. games.
- It's Past Your Bedtime!: Jigglypuff must make Ness, Bowser Jr., and Toon Link fall asleep at the same time by using Sing.
Co-op Events
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Jigglypuff's amiibo.
In the process of throwing Captain Falcon.
Using Puff Up.
Taunting while being spotted by 5-Volt on Gamer.
Trivia
- Super Smash Bros. for Wii U is the first Smash game where Jigglypuff is a starter character. As a result, Jigglypuff had appeared in various official screenshots and videos without acknowledgement (such as the October 2014 Wii U Direct) before its official reveal.
- Jigglypuff was the last character overall to be fully confirmed on the Smash 4 website before the initial release of the Wii U version.
- Jigglypuff's official artwork pose is a mirrored version of its pose from its official artwork from Pokémon Red and Green. Super Smash Bros. 4 is also the only Smash Bros. game to not have Jigglypuff fully face the screen in its official art.
- While Jigglypuff's textures are completely unique in Super Smash Bros. for Nintendo 3DS, the actual 3D model is extremely similar to the model used in Pokémon X and Y.[1]
- While most Fighter trophies are sorted by debut appearance, and then by unlock-ability within the type sorting, Jigglypuff is different in that it is sandwiched between the Brawl characters and the Smash 4 characters in the list.
- If done with the correct timing, Jigglypuff can avoid damage with its down taunt.
References
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |