fallenangemon0
Smash Journeyman
Well my friend has Brawl and Ive been playing alot lately so I figured Id type my impressions of Jigglypuff.
A (Natural Combo)- This move gives more stun that it did in Melee,and using it moves the foe back enough so you cant get grabed ^_^
Dash Attack- Jigglypuffs dash attack feels buffed. Its knockback has been increased quite a bit and its trajectory sends you almost completely horizontally.
U tilt- her up tilt got buffed but sadly for the worst. It sends the foe too high to rest combo but to low to be used to kill. You can Utilt into Uair/Nair at lower percentages.
F tilt- her F tilt has slightly increased range and knock back. It can be used in a combo with her dash attack for better reasults.
D tilt- Jigglypuff's D tilt is a decent edgeguard but other than that it really doesnt seem to have any more practical uses.
F Smash- Jigglypuff's Fsmash is very strong in knockback and is one of her better kill moves. It should be noted that it doesnt come out as fast as it did in Melee so timing is everything.
U Smash- Her U smash has a better range than it did in Melee and can be used as a kill move if charged for a bit.
D Smash- The Dsmash got a slightly better range and is still an insane edgeguard, and provides decent stun. Not much to say other that that.
Fair- Super buffed. This was my main kill move when I played. Its knockback is pretty insane at mid damage percentages and you can do those "carry you off the stage" WoPs with it. Great move.
Bair- Despite popular belief her Bair really isnt that nerfed. It may not have the knockback that it did in Melee but everyone saying that " WoP is dead " is just flat out wrong. WoP is still very much possible and is more used to rack up damage quickly than to KO with.
Dair- The Dair has alot of lag that will most likely lead to your demise. Ive found that this move is alot more effective if you vertkill it ( meaning you do the attack AS SOON AS YOU LEAVE THE GROUND so you get the vertical momentum of the jump while doing the attack) so that you get in a few hits and land far enough from the opponent so you cant get smashed or grabed.
Nair- Meh. Didn't really use this move too much as its kinda the same as it was in Melee and doesnt really provide alot of combo options. Im not quite sure if you can still do King's Nair to rest combo but I doubt it without the ability to L Cancel.
SPECIAL MOVES:
Up B- Sing got alot better it has alot more frames that put the enemy to sleep and it CAN still be ledge canceled. You wont get a free hit outa this unless you get the foe to above 85-90 or so damage.
Side B- You can still Rising/Falling Pound. Pound is super good for combos and CAN still used to recover (though not infinitely like Melee) if you vertkill it. The easiet rest combo I could do was Rising pound to Rest.
B- Rollout! This move no longer makes you "pop" to the side when you hit something, you go straight up now, so hitting someone near the edge no longer means you die with them! The knock back was kinda nerfed but still KOs above 85 or so. ( thanks to Goats13 for testing this for me )
Down B- Rest is ALOT DIFFERENT! It now pings the foe, does "heavy poison" damage (the little flower on the foe's head), and sends the foe at an upward trajectory. Rest Does about 44 to 50 damage...wow. If only the knock back was good. Somone already has a Rest KO topic stickied so you should go read it if you want to know at what percent it KOs. You seem to sleep a tad less. Im just gonna say right now, it is hard as **** to rest combo... all her moves seem to be altered so that rest combos are either impossible or you only pull them off because of luck.
THROWS:
U throw - like I said before, no more rest combos due to the new physics of the game, so no more Up Thow to Rest KOs on Space Critters. (:_: )
D throw - Lol. During this throw Jigglypuff rolls on the opponets spine and makes a cute little squishy noise then pops them diagonally upward. It only does damage when the opponet is actually thrown so watching jigglypuff roll on the foe and do no damage was kinda funny.
Fthrow- Not changed much but with her new Fair you can combo someone to death if you hit them off the stage.
B throw- Not changed much... but is good for combos where you WoP after you throw them.
Final Smash:
If you think this FS is useless you should really just go kick yourself in the forehead.
Jigglypuff Inflates to massive levels, pushing the opponet as she grows, then right before she reaches maximum height she pufffs up super quickly and shouts " PURIIIIIIN!!!! " What people dont realize is that during that last Puff she KNOCKS THE HE11 OUT OF YOU(and does a little damage). If you get hit with this you are pretty much dead...the trajectory is similar to Links Up B in Melee when you hit late with it so it sends them a tad downward. If you dont have some way of stalling in the air or an intense recovery to avoid the puff blast you die, plain and simple.
She is solid when she is huge so you cannot run through her.
It is best to use it in the semi middle of the stage so that you are close to the center but a couple of steps in your opponents direction. Even it you do it in the middle of final destination it reaches beyond both edges.
Note: During the puff blast the attack frames seem to even go on a little after shes starts to shrink!
Taunts:
Taunt 1: same as melee
Taunt 2: Jigglypuff spins around on one foot very quickly.
Taunt 3: a very cool and odd taunt... She Deflates the the thinness of a piece of paper and floats slowy downward... Im not sure if this can actually be used to dodge projectiles.
Physics:
-Jigglypuff lost alot of horizontal air movement
- Her Jumps send you alot higher than they did in Melee.
-Best of all she no longer dies at 5 damage ( pardon hyperbole ) ! She is alot heavier now and cant be killed till over mid 90s.
-Still falls very slowly.
-Runs alot faster.
Fin.
I hope this is at least somewhat useful to anyone. Please PM me on anything if you have any questions at all, and tell me what you think.
Thanks!
A (Natural Combo)- This move gives more stun that it did in Melee,and using it moves the foe back enough so you cant get grabed ^_^
Dash Attack- Jigglypuffs dash attack feels buffed. Its knockback has been increased quite a bit and its trajectory sends you almost completely horizontally.
U tilt- her up tilt got buffed but sadly for the worst. It sends the foe too high to rest combo but to low to be used to kill. You can Utilt into Uair/Nair at lower percentages.
F tilt- her F tilt has slightly increased range and knock back. It can be used in a combo with her dash attack for better reasults.
D tilt- Jigglypuff's D tilt is a decent edgeguard but other than that it really doesnt seem to have any more practical uses.
F Smash- Jigglypuff's Fsmash is very strong in knockback and is one of her better kill moves. It should be noted that it doesnt come out as fast as it did in Melee so timing is everything.
U Smash- Her U smash has a better range than it did in Melee and can be used as a kill move if charged for a bit.
D Smash- The Dsmash got a slightly better range and is still an insane edgeguard, and provides decent stun. Not much to say other that that.
Fair- Super buffed. This was my main kill move when I played. Its knockback is pretty insane at mid damage percentages and you can do those "carry you off the stage" WoPs with it. Great move.
Bair- Despite popular belief her Bair really isnt that nerfed. It may not have the knockback that it did in Melee but everyone saying that " WoP is dead " is just flat out wrong. WoP is still very much possible and is more used to rack up damage quickly than to KO with.
Dair- The Dair has alot of lag that will most likely lead to your demise. Ive found that this move is alot more effective if you vertkill it ( meaning you do the attack AS SOON AS YOU LEAVE THE GROUND so you get the vertical momentum of the jump while doing the attack) so that you get in a few hits and land far enough from the opponent so you cant get smashed or grabed.
Nair- Meh. Didn't really use this move too much as its kinda the same as it was in Melee and doesnt really provide alot of combo options. Im not quite sure if you can still do King's Nair to rest combo but I doubt it without the ability to L Cancel.
SPECIAL MOVES:
Up B- Sing got alot better it has alot more frames that put the enemy to sleep and it CAN still be ledge canceled. You wont get a free hit outa this unless you get the foe to above 85-90 or so damage.
Side B- You can still Rising/Falling Pound. Pound is super good for combos and CAN still used to recover (though not infinitely like Melee) if you vertkill it. The easiet rest combo I could do was Rising pound to Rest.
B- Rollout! This move no longer makes you "pop" to the side when you hit something, you go straight up now, so hitting someone near the edge no longer means you die with them! The knock back was kinda nerfed but still KOs above 85 or so. ( thanks to Goats13 for testing this for me )
Down B- Rest is ALOT DIFFERENT! It now pings the foe, does "heavy poison" damage (the little flower on the foe's head), and sends the foe at an upward trajectory. Rest Does about 44 to 50 damage...wow. If only the knock back was good. Somone already has a Rest KO topic stickied so you should go read it if you want to know at what percent it KOs. You seem to sleep a tad less. Im just gonna say right now, it is hard as **** to rest combo... all her moves seem to be altered so that rest combos are either impossible or you only pull them off because of luck.
THROWS:
U throw - like I said before, no more rest combos due to the new physics of the game, so no more Up Thow to Rest KOs on Space Critters. (:_: )
D throw - Lol. During this throw Jigglypuff rolls on the opponets spine and makes a cute little squishy noise then pops them diagonally upward. It only does damage when the opponet is actually thrown so watching jigglypuff roll on the foe and do no damage was kinda funny.
Fthrow- Not changed much but with her new Fair you can combo someone to death if you hit them off the stage.
B throw- Not changed much... but is good for combos where you WoP after you throw them.
Final Smash:
If you think this FS is useless you should really just go kick yourself in the forehead.
Jigglypuff Inflates to massive levels, pushing the opponet as she grows, then right before she reaches maximum height she pufffs up super quickly and shouts " PURIIIIIIN!!!! " What people dont realize is that during that last Puff she KNOCKS THE HE11 OUT OF YOU(and does a little damage). If you get hit with this you are pretty much dead...the trajectory is similar to Links Up B in Melee when you hit late with it so it sends them a tad downward. If you dont have some way of stalling in the air or an intense recovery to avoid the puff blast you die, plain and simple.
She is solid when she is huge so you cannot run through her.
It is best to use it in the semi middle of the stage so that you are close to the center but a couple of steps in your opponents direction. Even it you do it in the middle of final destination it reaches beyond both edges.
Note: During the puff blast the attack frames seem to even go on a little after shes starts to shrink!
Taunts:
Taunt 1: same as melee
Taunt 2: Jigglypuff spins around on one foot very quickly.
Taunt 3: a very cool and odd taunt... She Deflates the the thinness of a piece of paper and floats slowy downward... Im not sure if this can actually be used to dodge projectiles.
Physics:
-Jigglypuff lost alot of horizontal air movement
- Her Jumps send you alot higher than they did in Melee.
-Best of all she no longer dies at 5 damage ( pardon hyperbole ) ! She is alot heavier now and cant be killed till over mid 90s.
-Still falls very slowly.
-Runs alot faster.
Fin.
I hope this is at least somewhat useful to anyone. Please PM me on anything if you have any questions at all, and tell me what you think.
Thanks!