Jeepy Sol
Smash Ace
Jigglypuff Testing Grounds
I take requests, so if you have anything you'd like tested, feel free to ask.
Table of Contents
I. Detailed Moveset Analysis
II. Attack Ranges
III. Rest KO Percents
IV. Info
V. Videos
I. Detailed Moveset Analysis
*DISCLAIMER: Ankoku's method, not mine.*
These tests basically measure how much knockback and launch speed each of Jigglypuff's attacks has.
This is how it was done. I would hit Mario with a move when he was at 0% and 300%, and calculate how much knockback was added for every 1%.
So;
Initial Power= How much knockback each move does when opponent is at 0%.
Power Growth= How much knockback is added at each percent.
Trajectory= The rough angle that the opponent is sent flying.
Moves generally KO at around 7000, give or take a couple hundred. (Depending on trajectory)
The KO Percents were calculated on a level 9 Mario in Training Mode on Final Destination.
Jab (Punch)
Damage: 3%
Initial Power: Decent (566)
Power Growth: Terrible (~6)
Trajectory: 30°
KO Percent: 990%
Jab Combo (Punch 2)
Damage: 3%
Initial Power:Terrible (823)
Power Growth: Terrible (~6)
Trajectory: 30°
KO Percent: 946%
Dash Attack
Damage: 12%
Initial Power: Decent (1514)
Power Growth: Amazing (~33)
Trajectory: 30°
KO Percent: 149%
Tilts
Up-Tilt
Damage:9%
Initial Power: Strong (2279)
Power Growth: Decent (~28)
Trajectory: 90°
KO Percent: 126%
F-Tilt
Damage: 10%
Initial Power: Decent (1136)
Power Growth: Decent (~29)
Trajectory: 30°
KO Percent: 187%
D-tilt
Damage: 10%
Initial Power: Decent (1552)
Power Growth: Terrible (~9)
Trajectory: 195°
KO Percent: 509%
Smashes
Up-Smash (Front)
Damage: 13%
Initial Power: Decent (1710)
Power Growth: Amazing (~36)
Trajectory: 90°
KO Percent: 128%
Up-Smash (Back)
Damage: 15%
Initial Power: Decent (1860)
Power Growth: Magnificent (~40)
Trajectory: 90°
KO Percent: 110%
F-Smash
Damage: 16%
Initial Power: Decent (1660)
Power Growth: Magnificent (~44)
Trajectory: 35°
KO Percent: 110%
D-Smash
Damage: 12%
Initial Power: Decent (1754)
Power Growth: Poor (~22)
Trajectory: 180°
KO Percent: 199%
Aerials
U-Air
Damage: 9%
Initial Power: Decent (1792)
Power Growth: Decent (~26)
Trajectory: 90°
KO Percent: 170%
F-Air
Damage: 12%
Initial Power: Decent (2045)
Power Growth: Amazing (~36)
Trajectory: 35°
KO Percent: 122%
D-Air
Damage: 16%
Initial Power: Decent (1058)
Power Growth: None (0)
KO Percent: N/A
B-air
Damage: 12%
Initial Power: Decent (1221)
Power Growth: Amazing (~30)
Trajectory: 35°
KO Percent: 175%
N-Air
Damage: 10%
Initial Power: Decent (1435)
Power Growth: Decent (~26)
Trajectory: 35°
KO Percent: 195%
N-Air (Late Hit)
Damage: 6%
Initial Power: Decent (811)
Power Growth: Terrible (~13)
Trajectory: 35°
KO Percent: 424%
Specials
Rollout (Uncharged)
Damage: 13%
Initial Power: Strong (2032)
Power Growth: Amazing (~33)
Trajectory: 30°
KO Percent: 127%
Rollout (Charged)
Damage: 18%
Initial Power: Strong (2445)
Power Growth: Magnificent (~48)
Trajectory: 25°
KO Percent: 79%
Rest
Damage: 15%
Initial Power: Magnificent (4133)
Power Growth: Amazing (~30)
Trajectory: 90°
KO Percent: 67%
Pound
Damage: 11%
Initial Power: Strong (2377)
Power Growth: Poor (~23)
Trajectory: 90°
KO Percent: 166%
Throws
U-Throw
Damage: 10%
Initial Power: Magnificent (3752)
Power Growth: Terrible (~9)
Trajectory: 90°
KO Percent: 259%
F-Throw
Damage: 10%
Initial Power: Amazing (3392)
Power Growth: Terrible (~5)
Trajectory: 45°
KO Percent: 700%
D-Throw
Damage: 10%
Initial Power: Amazing (3516)
Power Growth: Terrible (~9)
Trajectory: 80°
KO Percent: 307%
B-Throw
Damage: 10%
Initial Power: Amazing (3063)
Power Growth: Terrible (~7)
Trajectory: 30°
KO Percent: 464%
II. Attack Ranges (Greatest to Least)
Ground
1.) Rollout
2.) F-smash
3.) Pound
4.) D-tilt
5.) F-tilt
6.) D-smash
7.) Jab 2
8.) Jab 1
9.) U-smash
10.) U-tilt
Air
1.) Pound
2.) B-air
3.) F-air
4.) N-air
5.) D-air
6.) U-air
III. Rest KO Percents
Stages Jigglypuff can fly under
These are all the stages Jigglypuff can fly under, and how many jumps it takes with pound, and without pound:
BattleField: 2 Pounds, 2 Jumps; 3 Jumps
Final Destination: 3 Pounds, 2 Jumps; 4 Jumps
Delphino Plaza (Main Platform): 1 Pound, 1 Jump; 2 Jumps
Norfair (Main Platform): 1 Pound, 1 Jump; 2 Jumps
Frigate Orpheon 1: 2 Pounds, 2 Jumps; 3 Jumps
Frigate Orpheon 2: 2 Pounds, 2 Jumps; 4 Jumps
Meta Knight's Ship: 2 Pounds, 1 Jump; 2 Jumps
Lylat Cruise: 2 Pounds, 2 Jumps; 2 Jumps
Smashville: 2 Pounds, 2 Jumps; 3 Jumps
Skyworld: 2 Pounds, 1 Jump; 2 Jumps
Projectiles Pound Out-Prioritizes
Mario's Fireballs and F.L.U.D.D.
Link's Arrows and Boomerang.
Samus' Uncharged shot, Homing Missiles and Charged Missiles.
Pikachu's Jolt.
G&W's Sausages.
Luigi's Fireballs.
Diddy's Peanuts.
Zelda's Din's Fire.
Sheik's Needles.
Pit's Arrows.
Charizard's Flamethrower and Rock Smash.
Squirtle's Water Gun.
Ivysaur's Razor Leaf.
Peach's Turnips.
Yoshi's Eggs.
Ness' PK fire and PK thunder.
Lucario's Baby Aura Sphere and Charged Aura Sphere when less than 90%.
Bowser's Flame Breath.
Toon Link's Arrows and Boomerang.
R.O.B.'s Gyro.
Olimar's Pikmin Toss (Will usually kill).
Lucas' PK Fire and PK Thunder
Projectiles Pound Will Not Out-Prioritize
Link's Bomb.
Samus' Charged Shot and Bombs.
Ness' PK Flash.
Fox's Laser.
Lucario's Charged Aura Sphere past 90%.
Toon Link's Bombs.
Wolf's Laser.
R.O.B.'s Laser.
Lucas' PK Flash.
V. Videos
Jigglypuff Can Wall Cling!
http://www.youtube.com/watch?v=M6qjMzVaeXQ
Green Greens just got that much better for Jiggles.
Everything is explained in the video, but feel free to ask any questions.
Jigglypuff ISJR
It had to be done.
http://youtube.com/watch?v=HIOX9Nnq9No
For more info on ISJR, go here:
http://smashboards.com/showthread.php?t=173119
Jigglypuff Footstool Double Jab Lock
Please practise this!
http://youtube.com/watch?v=nOLuUHJVHaU
I take requests, so if you have anything you'd like tested, feel free to ask.
Table of Contents
I. Detailed Moveset Analysis
II. Attack Ranges
III. Rest KO Percents
IV. Info
V. Videos
I. Detailed Moveset Analysis
*DISCLAIMER: Ankoku's method, not mine.*
These tests basically measure how much knockback and launch speed each of Jigglypuff's attacks has.
This is how it was done. I would hit Mario with a move when he was at 0% and 300%, and calculate how much knockback was added for every 1%.
So;
Initial Power= How much knockback each move does when opponent is at 0%.
Power Growth= How much knockback is added at each percent.
Trajectory= The rough angle that the opponent is sent flying.
Moves generally KO at around 7000, give or take a couple hundred. (Depending on trajectory)
The KO Percents were calculated on a level 9 Mario in Training Mode on Final Destination.
Code:
Key:
[U]Initial Power[/U]
0-999 = Weak
1000-1999 = Decent
2000-2999 = Strong
3000-3999 = Amazing
4000+ = Magnificent
[U]Power Growth[/U]
0 = None
1-19 = Terrible
20-24 = Poor
25 = Average
26-29 = Decent
30-39 = Amazing
40+ = Magnificent
Jab (Punch)
Damage: 3%
Initial Power: Decent (566)
Power Growth: Terrible (~6)
Trajectory: 30°
KO Percent: 990%
Jab Combo (Punch 2)
Damage: 3%
Initial Power:Terrible (823)
Power Growth: Terrible (~6)
Trajectory: 30°
KO Percent: 946%
Dash Attack
Damage: 12%
Initial Power: Decent (1514)
Power Growth: Amazing (~33)
Trajectory: 30°
KO Percent: 149%
Tilts
Up-Tilt
Damage:9%
Initial Power: Strong (2279)
Power Growth: Decent (~28)
Trajectory: 90°
KO Percent: 126%
F-Tilt
Damage: 10%
Initial Power: Decent (1136)
Power Growth: Decent (~29)
Trajectory: 30°
KO Percent: 187%
D-tilt
Damage: 10%
Initial Power: Decent (1552)
Power Growth: Terrible (~9)
Trajectory: 195°
KO Percent: 509%
Smashes
Up-Smash (Front)
Damage: 13%
Initial Power: Decent (1710)
Power Growth: Amazing (~36)
Trajectory: 90°
KO Percent: 128%
Up-Smash (Back)
Damage: 15%
Initial Power: Decent (1860)
Power Growth: Magnificent (~40)
Trajectory: 90°
KO Percent: 110%
F-Smash
Damage: 16%
Initial Power: Decent (1660)
Power Growth: Magnificent (~44)
Trajectory: 35°
KO Percent: 110%
D-Smash
Damage: 12%
Initial Power: Decent (1754)
Power Growth: Poor (~22)
Trajectory: 180°
KO Percent: 199%
Aerials
U-Air
Damage: 9%
Initial Power: Decent (1792)
Power Growth: Decent (~26)
Trajectory: 90°
KO Percent: 170%
F-Air
Damage: 12%
Initial Power: Decent (2045)
Power Growth: Amazing (~36)
Trajectory: 35°
KO Percent: 122%
D-Air
Damage: 16%
Initial Power: Decent (1058)
Power Growth: None (0)
KO Percent: N/A
B-air
Damage: 12%
Initial Power: Decent (1221)
Power Growth: Amazing (~30)
Trajectory: 35°
KO Percent: 175%
N-Air
Damage: 10%
Initial Power: Decent (1435)
Power Growth: Decent (~26)
Trajectory: 35°
KO Percent: 195%
N-Air (Late Hit)
Damage: 6%
Initial Power: Decent (811)
Power Growth: Terrible (~13)
Trajectory: 35°
KO Percent: 424%
Specials
Rollout (Uncharged)
Damage: 13%
Initial Power: Strong (2032)
Power Growth: Amazing (~33)
Trajectory: 30°
KO Percent: 127%
Rollout (Charged)
Damage: 18%
Initial Power: Strong (2445)
Power Growth: Magnificent (~48)
Trajectory: 25°
KO Percent: 79%
Rest
Damage: 15%
Initial Power: Magnificent (4133)
Power Growth: Amazing (~30)
Trajectory: 90°
KO Percent: 67%
Pound
Damage: 11%
Initial Power: Strong (2377)
Power Growth: Poor (~23)
Trajectory: 90°
KO Percent: 166%
Throws
U-Throw
Damage: 10%
Initial Power: Magnificent (3752)
Power Growth: Terrible (~9)
Trajectory: 90°
KO Percent: 259%
F-Throw
Damage: 10%
Initial Power: Amazing (3392)
Power Growth: Terrible (~5)
Trajectory: 45°
KO Percent: 700%
D-Throw
Damage: 10%
Initial Power: Amazing (3516)
Power Growth: Terrible (~9)
Trajectory: 80°
KO Percent: 307%
B-Throw
Damage: 10%
Initial Power: Amazing (3063)
Power Growth: Terrible (~7)
Trajectory: 30°
KO Percent: 464%
II. Attack Ranges (Greatest to Least)
Ground
1.) Rollout
2.) F-smash
3.) Pound
4.) D-tilt
5.) F-tilt
6.) D-smash
7.) Jab 2
8.) Jab 1
9.) U-smash
10.) U-tilt
Air
1.) Pound
2.) B-air
3.) F-air
4.) N-air
5.) D-air
6.) U-air
III. Rest KO Percents
Nimkip said:The following characters can be KO'd by Jigg's rest starting from said percentage.
I Used a CP in Training mode on Final Destination.
Characters are listed by percentage from highest to lowest.
All Characters included.
~~~~~~~~~~~~~~~~~~~~
DeDeDe - 87%
Snake - 83%
Donkey Kong - 80%
Captain Falcon - 79%
Ike - 77%
Ganondorf - 76%
Bowser - 75%
Link - 75%
Wolf - 73%
Charizard - 72%
Wario - 72%
Yoshi - 71%
ROB - 70%
Ivysaur - 70%
Samus - 69%
Lucario - 68%
Pit - 68%
Sonic - 68%
Marth - 67%
Luigi - 67%
Mario - 67%
Diddy Kong - 66%
Ness - 66%
Falco - 65%
Lucas - 65%
Toon Link - 65%
Ice Climbers - 63%
Pikachu - 62%
Pikmin and Olimar - 62%
Peach - 61%
Zero Suit Samus - 61%
Zelda - 60%
Sheik - 59%
Meta Knight - 59%
Kirby - 59%
Fox - 58%
Mr. Game and Watch - 57%
Squirtle - 54%
Jigglypuff - 52%
As of late, a test was also done with rest that involved DI and the following results were achieved.
IV. InfoBowyer said:So I figured out all the percents that people live until with DI and an attack and its listed in order from dieing first to last:
Jiggs 57%
Metaknight 64%
Sheik 64%
Zelda 65%
Fox 65%
Peach 66%a
Olimar 67%
ZSamus 69%
GW 69%
Y. Link 70%
Lucas 70%
Squirtle 70%
Falco 70%
Kirby 71%
Diddy 71%
Luigi 72%
Pit 73%
Lucario 73%
Rob 75%
Yoshi 77%
Sonic 77%
Charizard 78%
Wario 78%
Wolf 79%
Samus 80%
Mario 81%
Marth 81%
Bowser 81%
Pika 83%
Ivysaur 85%
IC's 86%
C. Falcon 88%
DDD 93%
Ganon 94%
Ike 97%
Link 98%
DK 100%
Snake 103%
*Note 1: Air dodging made the difference about 0-1% of the death percent, an attack is most likely always better to use when you get set back hard enough to die.
*Note 2: Heavier characters do not always die last over the top. There are many other factors such as falling speed, nature of the move used (not all moves cut momentum equally), differences in ability to DI (I don't know if this exist), and other things I don't know about.
*Note 3: While I tested these percents multiple times and such, there is still some possibility of error. There may be a better move to cancel out momentum with any given rested character, and its possible that my timings were off. As far as the timings go, the difference between starting a dair a couple frames apart could mean the difference between ganon dieing at 85% or living at 93%. Generally the hit stun finishes when they are close to the top of the screen but I couldn't tell an exact time when the hit stun wore out so I just mashed an attack over and over again and sometimes the move came out a couple frames sooner than other times. If someone finds out that a character can live longer than what I posted, please mention it.
If you grab someone besides lucas ness and luigi and a few other characters and let them release horizontally its the exact distance of a roll of jigglypuff. That means that you can Grab, beat beat beat beat, let go and roll to rest. They can jump or run away before you can rest but some people with long ranges(like ike)somtimes start to charge a foward smash.
Sadly it doesn't work on snake too well. His legs are a bit too skinny.
Its great for mind games and if you start to memorize the distance between you and your opponent for the tech to work it becomes VERY useful.
So this tech isn't only for grab, roll rests. Just plain roll to rests. Try it out.
-Glick
- I also discovered that tapping rollout next to a ledge is a decently quick way to grab a ledge except if they grab the ledge first you will fall to your death, unless your on a stage with water or a huge lower portion. I know this will get you killed on FD but I've used it on other stages. Its nice when they see you haven't jumped off to ledge grab. Tricky. Mind games only, and its situational.
-Glick
- OH and Kings nair backwards to rest still works with big characters. It just works better in melee because everyones heavier.
-Glick
- I also forgot silent pounds. If you ever noticed if you pound too close to the ground jigglypuff sticks to the ground and pounds but there is no sound. Its not very useful but I've had people run into the hitboxes because they didn't realize I pounded.
-Glick
Stages Jigglypuff can fly under
These are all the stages Jigglypuff can fly under, and how many jumps it takes with pound, and without pound:
BattleField: 2 Pounds, 2 Jumps; 3 Jumps
Final Destination: 3 Pounds, 2 Jumps; 4 Jumps
Delphino Plaza (Main Platform): 1 Pound, 1 Jump; 2 Jumps
Norfair (Main Platform): 1 Pound, 1 Jump; 2 Jumps
Frigate Orpheon 1: 2 Pounds, 2 Jumps; 3 Jumps
Frigate Orpheon 2: 2 Pounds, 2 Jumps; 4 Jumps
Meta Knight's Ship: 2 Pounds, 1 Jump; 2 Jumps
Lylat Cruise: 2 Pounds, 2 Jumps; 2 Jumps
Smashville: 2 Pounds, 2 Jumps; 3 Jumps
Skyworld: 2 Pounds, 1 Jump; 2 Jumps
Projectiles Pound Out-Prioritizes
Mario's Fireballs and F.L.U.D.D.
Link's Arrows and Boomerang.
Samus' Uncharged shot, Homing Missiles and Charged Missiles.
Pikachu's Jolt.
G&W's Sausages.
Luigi's Fireballs.
Diddy's Peanuts.
Zelda's Din's Fire.
Sheik's Needles.
Pit's Arrows.
Charizard's Flamethrower and Rock Smash.
Squirtle's Water Gun.
Ivysaur's Razor Leaf.
Peach's Turnips.
Yoshi's Eggs.
Ness' PK fire and PK thunder.
Lucario's Baby Aura Sphere and Charged Aura Sphere when less than 90%.
Bowser's Flame Breath.
Toon Link's Arrows and Boomerang.
R.O.B.'s Gyro.
Olimar's Pikmin Toss (Will usually kill).
Lucas' PK Fire and PK Thunder
Projectiles Pound Will Not Out-Prioritize
Link's Bomb.
Samus' Charged Shot and Bombs.
Ness' PK Flash.
Fox's Laser.
Lucario's Charged Aura Sphere past 90%.
Toon Link's Bombs.
Wolf's Laser.
R.O.B.'s Laser.
Lucas' PK Flash.
V. Videos
Jigglypuff Can Wall Cling!
http://www.youtube.com/watch?v=M6qjMzVaeXQ
Green Greens just got that much better for Jiggles.
Everything is explained in the video, but feel free to ask any questions.
Jigglypuff ISJR
It had to be done.
http://youtube.com/watch?v=HIOX9Nnq9No
For more info on ISJR, go here:
http://smashboards.com/showthread.php?t=173119
Jigglypuff Footstool Double Jab Lock
Please practise this!
http://youtube.com/watch?v=nOLuUHJVHaU