Jigglypuff > Projectiles

Noobicidal

Smash Master
Joined
Dec 27, 2008
Messages
3,551
#1
At the request of a board member, I have established a list of projectiles that can and can not be canceled with Miss 'Puff's aerials and Pound. A little bit of information before-hand though; the cancel ability does not differ between her attacks, except for a single exception with D-air, which we'll get to later.

Moves are organized by color:

Green - Move can be canceled by all of Miss 'Puff's moves mentioned.
Yellow - Can be canceled with proper DI/ situational cancel/ Needs moar research.
Red - Cannot be canceled.
White - Information pertaining to the move it's next to.

So without further ado, here's the list.
______________________________________________________________________
:bowser2: Bowser
  • Fire Breath - Aerials with extended hitboxes are preferable (i.e. N-Air and Pound)

:charizard: Charizard
  • Flamethrower - Same as Bowser

:dedede: King DeDeDe
  • Waddle Dee - Damage will be negated, but they could still possibly remain on the stage.
  • Waddle Doo - Same as Dee's; watch for them even more so however.
  • Gordo
:diddy: Diddy Kong
  • Peanut Popgun
  • Banana Toss - The slip effect makes it impossible to cancel. Not that you should attempt to in the first place...

:falco: Falco
  • Blaster
  • Reflector

:fox: Fox
  • Blaster

:gw: Game and Watch
  • Sausage Toss

:popo: Ice Climbers
  • Ice Shot - Cannot be canceled, but it can be knocked back.

:ivysaur: Ivysaur
  • Razor Leaf

:kirby2: Kirby
  • Final Cutter

:link2: Link
  • Arrows
  • Gale Boomerang
  • Bombs - Bombs explode, so that just makes Link's job easier if you attempt to cancel them...

:lucario: Lucario
  • Aura Sphere - Yes, until around a 70% charge. Lucario's damage has no effect on Miss 'Puff's cancel ability

:lucas: Lucas
  • PK Thunder - Tail cannot be canceled, not like you would aim for it anyway...
  • PK Fire - DI'ing away from the initial blast is needed to avoid the fire. This is also the D-air exception. Due to it's diagonal hitbox, the cancel is rendered useless.
  • PK Freeze

:luigi2: Luigi
  • Fire Ball

:mario2: Mario
  • Fire Ball
  • F.L.U.D.D - Unless you "destroy" all of the water that comes in contact with Jiggs, you'll still get the normal knockback.

:ness2: Ness
  • PK Fire
  • PK Thunder - Tail cannot be canceled, not like you would aim for it anyway...
  • PK Flash

:olimar: Olimar
  • Pikmin Throw - Clinks
  • Side Smash - Clinks
  • Down Smash - Clinks
  • Up Smash - Clinks
  • Up Special

:peach: Princess Peach
  • Turnip Toss - "Old Man" and "Dot Eye" turnips cancel as well

:pikachu2: Pikachu
  • Thunder Jolt
  • Thunder

:pit: Pit
  • Palutena's Bow

:rob: ROB
  • Gyro - Depends on charge
  • Laser - Not called a laser for nothing...

:samus2: Samus
  • Ballistic Missiles
  • Homing Missiles
  • Bombs - DI is once again needed
  • Charge Shot - It's cancellable until the point in which it reaches around a 70% charge.

:shiek: Shiek
  • Needle Storm

:snake: Snake
  • Mortar
  • Nikita Missile
  • Grenade - Cancel ability is limited/useless. Just catch it.

:sonic: Sonic
  • Spring

:squirtle: Squirtle
  • Water Gun - Same principle as F.L.U.D.D. Use at own discretion

:toonlink: Toon Link
  • Arrows
  • Boomerang
  • Bombs - Same principle as Link.

:wolf: Wolf
  • Blaster

:yoshi2: Yoshi
  • Egg Toss - DI is needed depending on aerial approach

:zelda: Zelda
  • Din's Fire - Can be canceled, but it's timing-dependent.

:zerosuitsamus: Zero Suit Samus
  • Plasma Pistol

Feedback's appreciated, whether it's a new potential cancel or a grammatical/spelling error.
 

Mister E

Smash Apprentice
Joined
Nov 8, 2008
Messages
149
Location
Norway
3DS FC
2208-7088-4154
#12
I think Jigglys rollout parrys a "not so big" dins' fire

(not so big means a dins fire at a close range)
 

Noobicidal

Smash Master
Joined
Dec 27, 2008
Messages
3,551
#14
Noobicidal may have vastly improved the Olimar matchup if this is correct.
By all means, if you (or anyone else) would like to test it to verify my claims, then please do. Testing still needs to be done for the charge aspect of Olimar's smashes, and possibly if the lead Pikman has any effect on the cancel ability.
 

Noobicidal

Smash Master
Joined
Dec 27, 2008
Messages
3,551
#18
now it won't be a triple post, again, good work.

The only reason I'm not going to link this thread is that I'm sure Alex's guide will eat this thread.
Oh no worries, this thread is more of a reference thread anyway. There's nothing game-breaking in it minus Olimar's smashes.
 
Joined
Dec 13, 2008
Messages
676
Location
NY
#22
Pound goes through Bowser's flame. I just know that from random fights, I have no idea about the other aerials.
 

RhedKing

Smash Journeyman
Joined
Dec 22, 2008
Messages
425
Location
MA.
#23
I don't know If you consider these projectiles, but pound trumps the following

Jigglypuff's rollout
Space animal phantasms.
Mk's drill
Sonic's... everything
Yoshi's Egg roll

I think it does Pika's headbutt and and luigis missile as well
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
#27
Pikmin all work, the issue is the timing. The timing is fairly hard because you have to anticipate it before you can actually see them do the move.
Good thing we've got lots of long-lasting hitbox goodness.

This thread wins btw. I definitely think you should put this in your guide Mr. Alex sir... if you haven't already
 

xoxokev

Smash Lord
Joined
Sep 8, 2008
Messages
1,431
Location
California, baby
#35
Also, before some Smash Researcher comes in here and puts you on blast (not that I know if Smash Researchers usually hang around the Jigglypuff board or not), but I think you're misusing the word DI. A more correct term might be spacing (maybe?). Just a heads up :lick:
 

Noobicidal

Smash Master
Joined
Dec 27, 2008
Messages
3,551
#36
I see what you're saying, but for moves such as Lucas' PK Fire, the diagonal hitbox MUST be DI away'd from in order to escape the blast. Proper spacing will still allow you to get hit
 
Joined
Jul 7, 2008
Messages
649
#38
Also something to note, a fully (or at least mostly) charged rollout will go through pit's arrow. I don't know if it matters how charged the arrow needs to be, though.
 
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