Fortress
Smash Master
Can't tell if talking about d-throw....
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I think this would be fair tbh.For Jiggs, what if they made you able to mash out of Rest/Sing like you can if you get stunned/fall asleep?
Wouldn't that ruin her combos/WoP?If puff needs buffs, it's definitely not to stuff she has that don't need buffs
that's like saying lets give bair more knockback
That would significantly reduce the amount of punishment that puff receives if you failed to hit with rest. It would also make things like coming from the respawn platform to punish puff much harder or not possible if puff was able to mash out of rest in time.
I think a windbox on Sing would be rather odd. It would effectivley push the opponet away from the hitbox the user is trying to utilize.If puff needs buffs, it's definitely not to stuff she has that don't need buffs
that's like saying lets give bair more knockback
How about sing only lasts for one iteration of the sleep-hitbox instead of 3?
Perhaps pressing B once/twice more will finish out the animation as it currently exists.
Maybe even give it a cool property, like windboxes, or reflecting projectiles
Maybe make it heal her like would make sense for rest but can't be done because rest is already good
I agree with buffing Sing as well, I personally would like it to become used in game similar to Dk's B down.If puff needs buffs, it's definitely not to stuff she has that don't need buffs
that's like saying lets give bair more knockback
How about sing only lasts for one iteration of the sleep-hitbox instead of 3?
Perhaps pressing B once/twice more will finish out the animation as it currently exists.
Maybe even give it a cool property, like windboxes, or reflecting projectiles
Maybe make it heal her like would make sense for rest but can't be done because rest is already good
Not at all, it'd only make it work better at lower percentsWouldn't that ruin her combos/WoP?
pers-anally?persanally
Because the game then becomes "weave around frantically while mashing down-B". Risk/Reward ratio WAYYYYYYYYYYYYY LOWWWWWWWWWWWWWWWWWWhy not just do the same thing as Lucas' neutral b and have it so that Jigg's only falls asleep if she misses the down b?
Typing on my phone is difficult...Not at all, it'd only make it work better at lower percents
pers-anally?
I also feel Rollout should be cancelled with b or a jump, floaty fast momentum plus good aerials would be interesting.The fundamental problem with Jiggs is that she can't get in, so buffing Rest doesn't really help, because it's useless until you get in. The other specials are the problem.
I've come up with some various ways you could buff Jiggs, but to be honest I'm not crazy about any of them. Here are some possibilities.
1) Rollout becomes jump cancellable. This would definitely give her a way to get in, she now basically has a spindash for launching her powerful aerials, and we can already see how deadly Sonic is with this. The problem is I feel this would make her too much like Sonic. It would also completely dominate her playstyle, whereas we really just want a minor tweak.
2) Pound now creates a tiny explosion or something in front of Jiggs' fist. Basically, this just exists to give her a solid disjoint that she can use to play footsies with the Ivysaurs and Mewtwos of the world. This would probably work and not change Jiggs too much, but I feel it's kind of a lame answer.
3) Rather than affecting a radial area around Jiggs, Sing now creates a projectile that puts the opponent to sleep if it hits. Basically, it'd throw out a little musical note projectile, like the animation from the older games. This would be a huge buff, possibly even to the point of instantly making Jiggs top tier, since Jiggs would basically get a free kill any time this hit with Rest. The projectile would have to be fairly slow and easily avoided, and you'd likely have to nerf Rest's kill power.
I also believe an important part of fixing Jigglypuff involves increasing Rest's hitbox, but making it vastly less powerful. I feel like the hitbox should probably be her entire body (or at least a much larger area inside her body), but it shouldn't kill until around 80 / 90%. As it stands, Rest's extreme power / extreme unreliability makes her far too volatile. You shouldn't either get a free kill or lose a stock based on a correct read on DI.
I like the 3rd solution, but the PMBR has stated they can't add articles, thus we won't be getting any new projectiles.The fundamental problem with Jiggs is that she can't get in, so buffing Rest doesn't really help, because it's useless until you get in. The other specials are the problem.
I've come up with some various ways you could buff Jiggs, but to be honest I'm not crazy about any of them. Here are some possibilities.
1) Rollout becomes jump cancellable. This would definitely give her a way to get in, she now basically has a spindash for launching her powerful aerials, and we can already see how deadly Sonic is with this. The problem is I feel this would make her too much like Sonic. It would also completely dominate her playstyle, whereas we really just want a minor tweak.
2) Pound now creates a tiny explosion or something in front of Jiggs' fist. Basically, this just exists to give her a solid disjoint that she can use to play footsies with the Ivysaurs and Mewtwos of the world. This would probably work and not change Jiggs too much, but I feel it's kind of a lame answer.
3) Rather than affecting a radial area around Jiggs, Sing now creates a projectile that puts the opponent to sleep if it hits. Basically, it'd throw out a little musical note projectile, like the animation from the older games. This would be a huge buff, possibly even to the point of instantly making Jiggs top tier, since Jiggs would basically get a free kill any time this hit with Rest. The projectile would have to be fairly slow and easily avoided, and you'd likely have to nerf Rest's kill power.
I also believe an important part of fixing Jigglypuff involves increasing Rest's hitbox, but making it vastly less powerful. I feel like the hitbox should probably be her entire body (or at least a much larger area inside her body), but it shouldn't kill until around 80 / 90%. As it stands, Rest's extreme power / extreme unreliability makes her far too volatile. You shouldn't either get a free kill or lose a stock based on a correct read on DI.
That's like her ****ty brawl rest. It's boring. As it is, rest serves to make a plethora of jigg's other moves more dangerous. It forces opponents to be preemptively DIing away to avoid getting uthrown->rested or more commonly utilt->rested or up air->rested. So forcing that DI away makes her other moves more effective as positioning/gimping/killing tools. Fthrow is one such move- it's safer for a spacie to DI away when grabbed to avoid uthrow rest, so fthrow becomes a lower angle throw that either gives jiggs much more of the stage to work with, or positions them offstage for a gimp. Either that, or the opponent doesn't DI away and gets rested, probably several times if they repeat the mistake throughout the match. She would have more of these set-ups if her two less useful tilts were better.I also believe an important part of fixing Jigglypuff involves increasing Rest's hitbox, but making it vastly less powerful. I feel like the hitbox should probably be her entire body (or at least a much larger area inside her body), but it shouldn't kill until around 80 / 90%. As it stands, Rest's extreme power / extreme unreliability makes her far too volatile. You shouldn't either get a free kill or lose a stock based on a correct read on DI.
It might be possible to reuse the musical notes that Sing already generates? I don't know exactly how it works.I like the 3rd solution, but the PMBR has stated they can't add articles, thus we won't be getting any new projectiles.
No, it's not the only way, every character basically needs at least one of the following to compete though:Not everyone needs a projectile anyways. The game is already very heavy with characters with very good projectiles.
I'd like to see her be able to either take up space around her more effectively or to be able to force opponents to approach her.
That's an interesting way of looking at it, but I feel like DI-ing up towards on Uthrow is just as safe as up away. In order to kill you with rest, she has to correctly guess which way you'll go, Rest's hitbox is too small to cover all DI options at any percent. In general, I never go for Rest as Jiggs, even in situations where a correct guess would allow me to land it, because the penalty for missing is too high. I'd much rather have a more reliable but less powerful rest, and I feel like this is better for overall game balance too because you'd reduce the number of situations where one good / bad guess decides the match.That's like her ****ty brawl rest. It's boring. As it is, rest serves to make a plethora of jigg's other moves more dangerous. It forces opponents to be preemptively DIing away to avoid getting uthrown->rested or more commonly utilt->rested or up air->rested. So forcing that DI away makes her other moves more effective as positioning/gimping/killing tools. Fthrow is one such move- it's safer for a spacie to DI away when grabbed to avoid uthrow rest, so fthrow becomes a lower angle throw that either gives jiggs much more of the stage to work with, or positions them offstage for a gimp. Either that, or the opponent doesn't DI away and gets rested, probably several times if they repeat the mistake throughout the match. She would have more of these set-ups if her two less useful tilts were better.
Most of the suggestions for Jigglypuff are rather silly, but these suggestions are pretty nice.Ftilt and dtilt are great candidates for improvement. Up-b could also be purposed for this use, as I mentioned earlier, as a three-part mix-up not unlike Link's fsmash, but in the form of Sing. Each press of B makes her sing, three presses total does the full animation as it is now. It might also make some sense to give sing an effect on aerial opponents- possible a moderate-strength windbox+tumble effect.
youOr just give her Kirby's N64 u-tilt on all of her tilts.
while it doesn't shine like it used to, one of Jigg's defining traits is her ability to weave in and out in the air, maybe speeding up the weaving and momentum change a but so she can keep up?- A good projectile
- Great range / disjoints
- Great mobility
Rest's ending frames (all of them) should have super armor, rollout should have 18-frame startup intangibility, and sing should OKO and be cancellable on hityou
stop that.
I was actually going to mention that in my last post, and thought it should definitely be discussed. If Jiggs' power can't be directly increased, how about make her more of an aerial 'speed demon' of sorts? Maybe her tools would be more useful as they are if she could manipulate her movement in a manner more superior to the cast around her. She is the balloon Pokemon, after all.while it doesn't shine like it used to, one of Jigg's defining traits is her ability to weave in and out in the air, maybe speeding up the weaving and momentum change a but so she can keep up?
Rest's ending frames (all of them) should have super armor, rollout should have 18-frame startup intangibility, and sing should OKO and be cancellable on hit![]()
just a silly idea, but what if she had a special airdodge? where she pops like in her taunt to gain more distance than other air dodges and at a huge burst of speed. but her fall speed after is pathetically, "I'm waiting for you with a fully charged upsmash" slow.I was actually going to mention that in my last post, and thought it should definitely be discussed. If Jiggs' power can't be directly increased, how about make her more of an aerial 'speed demon' of sorts? Maybe her tools would be more useful as they are if she could manipulate her movement in a manner more superior to the cast around her. She is the balloon Pokemon, after all.
adding that but toning down the stupidness she already has down would probably make for a more balanced playstyle and a very fitting one too. the nerf to Bair's range everyone's been crying for can be compensated that she can strike with any of her good aerials and get back out. equalizing her aerials and making up for it with giving her more mobility sounds like it'd stay true to what people want her to be, a fighter with over focus on aerial combat spacing and pressure. plus, she'd still have problems with ranged melee attacks, especially if she loses the disjoint. and now she even has better matchups against projectiles because she can weave in between them faster and easier. heck if that's all they did i wouldn't mind if her specials remained as is.The last thing we need for jiggs to be a better designed and less overall stupid and polarizing character is for her to be able to already do what she does amazingly that much better. An extra jump or any additional aerial mobility is not a good idea in the least.
puff's uptilit is good for resting at 0 percent, and her fsmash is insanely powerful, kills at 90 easily on a lot of charactersPM Puff is bad. It's 100% Melee Puff, which doesn't keep up with the PM roster on the whole. She needs some buffs. These are some pretty radical and random ideas. Feel free to spitball and brainstorm.
- Side-special should be faster in general (I don't see how this would improve her recovery game, as you'd just run out of the boosts you'd get more quickly, so I feel that it would be rather balanced in of itself)
- Rollout should have some kind of jump-cancel, even if Sonic already has something similar. Jiggs shouldn't have to remain poor just because a potential option was already taken. Puff's application of this cancel would vary on Sonic's (Rollout itself could probably have a much shorter charge time, but go a much shorter distance and deal less damage (?) to compensate for its ability to enhance her combo game). Possibly be jump-cancellable from the ground only(?) in that the kind of game she transitions into is much different.
- D-tilt with good lifting ability, similar to Sheik and Link's.
- Slightly increased range F-tilt, possibly increase damage and knockback a tad to give her some kind of 'heavy-hitting' tilt in her arsenal
- Slightly faster U-tilt with knockback conducive to juggling.
- Something with smash attacks? Does Puff have these?
Don't forget #gamebroken.Look.
Just give jiggs ftilt the knockback and angle of link's spin attack.
#allproblemssolved.