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=="A" Moves List== | =="A" Moves List== | ||
== Ground Moves == | |||
===== | {{MoveData | ||
|name= Left Jab | |||
|input= Jab 1 | |||
|image= Jab1.gif | |||
|data= | |||
{{AttackData-SSBM | |||
|factive=5 | |||
|active=5-6 | |||
|recovery=11 | |||
|iasa=16 | |||
|onshield=3 | |||
|landlag=N/A | |||
|autocancel=N/A | |||
|damage=Clean: 3% | |||
|bkb=Clean: 8 | |||
|kbg=50 | |||
|angle=361 | |||
|effect=Normal | |||
|description= Jigglypuff jabs forward. Jab 1 is Jigglypuff's primary jab-reset tool. By hitting an opponent that missed a tech with jab 1, Jigglypuff can force them to get-up and perform a normal wakeup animation. This combo can consistently lead into [[rest]]. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Sand Attack | |||
|input=Example | |||
|image= | |||
|data= | |||
{{AttackData-SSBM | |||
|factive=0 | |||
|active=0 | |||
|recovery=0 | |||
|iasa=0 | |||
|onshield=0 | |||
|landlag=0 | |||
|autocancel=<0 0> | |||
|damage=Clean: 0 / Late: 0 | |||
|bkb=Clean: 0 / Late: 0 | |||
|kbg=0 | |||
|angle=0 | |||
|effect=Normal | |||
|description= This is the AttackData template! In the source, you'll see all the different fields. You can add or remove fields as is relevant for each move (ground moves don't need landing lag, etc.) Ideally, you'll want to include the move name from [https://docs.google.com/spreadsheets/d/1h7Yptci9UJC_6Ij2Mq3n0oZvdZywj_kn72Emgpa594I/edit#gid=256948842 this page] in the name field and input name (fTilt, nAir, etc.) in the input field. Use data from IKneeData and Smashboards frame data threads to fill out each field. Copy this section of the code as many times as is needed to fill out a page. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Sand Attack | |||
|input=Example | |||
|image= | |||
|data= | |||
{{AttackData-SSBM | |||
|factive=0 | |||
|active=0 | |||
|recovery=0 | |||
|iasa=0 | |||
|onshield=0 | |||
|landlag=0 | |||
|autocancel=<0 0> | |||
|damage=Clean: 0 / Late: 0 | |||
|bkb=Clean: 0 / Late: 0 | |||
|kbg=0 | |||
|angle=0 | |||
|effect=Normal | |||
|description= This is the AttackData template! In the source, you'll see all the different fields. You can add or remove fields as is relevant for each move (ground moves don't need landing lag, etc.) Ideally, you'll want to include the move name from [https://docs.google.com/spreadsheets/d/1h7Yptci9UJC_6Ij2Mq3n0oZvdZywj_kn72Emgpa594I/edit#gid=256948842 this page] in the name field and input name (fTilt, nAir, etc.) in the input field. Use data from IKneeData and Smashboards frame data threads to fill out each field. Copy this section of the code as many times as is needed to fill out a page. | |||
}} | |||
}} | |||
==Frame Data== | ==Frame Data== |
Revision as of 17:27, 24 July 2022
Introduction
Jigglypuff is a cute orb that dominates in the air, possessing both the highest airspeed and air acceleration, as well as the slowest fall speed in the entire cast. Combined with access to powerful aerials and a staggering five consecutive midair jumps, the fragile puffball is hard to contest or even touch once she gets airborne. Even without a traditional Up-B recovery move, Jigglypuff can return to stage from ridiculous distances, often floating offstage for the deepest edgeguard or bouncing back irritatingly from what you thought was the end of the stock.
With very light weight and a small frame, Jigglypuff is notoriously difficult to string together high damage combos against for many characters. Characters lacking the speed to catch up to a flailing Puff after a hit often resort to simply repositioning; risking a counterattack is simply not worth it. Jigglypuff's weight is a double-edged sword though: the unfortunate combination of being light and floaty makes Puff easier to KO than other characters.
The penultimate tool cementing Jigglypuff as a top tier character is the move with the highest base knockback in the entire game, Rest. Setups or combos into Rest are a major part of any Puff player's gameplan. Jigglypuff's otherwise disappointing grounded moveset leaves much to be desired, but is far from useless: decent grab range, a very flat crouch that can low-profile and avoid many grabs and projectiles, devastating throw combos including the infamous Up-throw Rest and a seriously powerful F-Smash ensure Puff can still fight the old-fashioned way, although her sluggish run speed and short wavedash is not exactly helpful in this regard.
With best-in-class air movement, satisfying kill setups and the exciting feeling of knowing you could evaporate at any moment, the cute pink ball is certainly unorthodox, but that might be exactly what you're looking for.
Strengths | Weaknesses |
---|---|
|
|
Physics | |
---|---|
Weight | 60 (24th-25th) |
Fall Speed | 1.3/Fast 2.6 (26th) |
Gravity | 0.064 (26th) |
Ground Movement | |
Walk Speed | 0.7 (24th-25th) |
Initial Dash Speed | 1.4 (14th-18th) |
Initial Dash Length | 13f (11th-18th) |
Run Speed | 1.1 (25th-25th) |
Traction | 0.09 (5th-6th) |
Jumping | |
Jumpsquat | 5f (16-22) |
Jump Height | Full 20.8/Short 9.146/Air 1.65, 1.59, 1.47, 1.36, 1.25 (26th/26th/? 5 Jumps ?) |
Air Speed | 1.35 (1st) |
Air Acceleration | Base 0.19, Max 0.28 (1st) |
"A" Moves List
Ground Moves
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
5 | 5-6 | 11 | 16 | N/A | N/A | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Clean: 3% | Clean: 8 | 50 | 361 | Normal | 3 | |
Jigglypuff jabs forward. Jab 1 is Jigglypuff's primary jab-reset tool. By hitting an opponent that missed a tech with jab 1, Jigglypuff can force them to get-up and perform a normal wakeup animation. This combo can consistently lead into rest. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
0 | 0 | 0 | 0 | 0 | <0 0> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Clean: 0 / Late: 0 | Clean: 0 / Late: 0 | 0 | 0 | Normal | 0 | |
This is the AttackData template! In the source, you'll see all the different fields. You can add or remove fields as is relevant for each move (ground moves don't need landing lag, etc.) Ideally, you'll want to include the move name from this page in the name field and input name (fTilt, nAir, etc.) in the input field. Use data from IKneeData and Smashboards frame data threads to fill out each field. Copy this section of the code as many times as is needed to fill out a page. |
First Active | Active | Recovery | IASA | Landing Lag | Autocancel | |
---|---|---|---|---|---|---|
0 | 0 | 0 | 0 | 0 | <0 0> | |
Damage | Base Knockback | Knockback Growth | Angle | Effect | On Shield | |
Clean: 0 / Late: 0 | Clean: 0 / Late: 0 | 0 | 0 | Normal | 0 | |
This is the AttackData template! In the source, you'll see all the different fields. You can add or remove fields as is relevant for each move (ground moves don't need landing lag, etc.) Ideally, you'll want to include the move name from this page in the name field and input name (fTilt, nAir, etc.) in the input field. Use data from IKneeData and Smashboards frame data threads to fill out each field. Copy this section of the code as many times as is needed to fill out a page. |
Frame Data
move templates go here