Captain Keeta
Smash Rookie
You should be able to jump out of rollout with like no lag, but that might be too OP. Anyway, rollout should be able to be canceled somehow. Also, I agree with the brawl fair thing.
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I like this a lot, she deserves a ground game that can lead to combos, i love the down tilt idea it would work so well. Also I like her Fsmash maybe her dsmash should be the one to get more rangePosted this in the Character Idea Submission thread and figured I'd post it here too to get the opinions of Jigglypuff mains.
This is coming from somebody who does not like how Jigglypuff has been handled in Smash, and I know I'm going to get a lot of hate for this. Whatever. I'm not posting this to piss off the Jigglypuff mains; I would just like to put my opinion/ideas out there.
Regardless of her effectiveness in Melee, I personally do not think anybody should look at Melee Jigglypuff as an example of good design. She has a boring, uninspired, limited moveset that boxes her into certain roles and leaves little room for creativity. Many of her bad moves could be improved while certain other moves (looking at you, B-air) could be de-emphasized a bit. Her specials especially could use some work in order to make her a more interesting and varied character. I know we're already at version 2.6, and I know many people believe Melee top tiers shouldn't be changed, but I feel like it's never too late to make a better character.
Here are some ideas that I would love to see balanced and worked into her moveset:
Slightly faster running speed.
F-tilt - Very quick. More range (foot stretches out more like Bair).
D-tilt - Very quick. Less damage. Sends them into the air for comboing.
B-air - reduce the size of the disjoint. Still functions as a great WoP move. If it wasn't for "bcuz Melee", the PMBR would not have given this move its current properties. Regardless of how vital the move currently is, the huge disjoint simply does not make sense. She will have to make up for this loss in other areas, which is actually a positive thing imo. Depending so much on one move that doesn''t even make sense visually is proof that she is poorly designed.
Fair - Pound (this move is not interesting enough to be a special move.) Quicker. Her main way to continue combos in the air.
F-Smash - Hyper Voice. Terrific horizontal range. Fairly slow startup. Gets weaker the farther away the opponent is.
D-Smash - Much less cooldown.
Neutral B - Sing (this is her most iconic move and worthy of being her main B move). Significantly more range. Increase sleep time so that no matter the percent, they will never wake up early enough to punish her before she's even done singing.
Forward B - Rollout. No longer sends her into freefall. She can combo out of it at low percents. Kills at higher percents.
Down B - Rest (as-is, this move is conceptually dumb and strays too far from canon for my liking) Sends them straight up for a Star KO like in Brawl (no flower). Gradually heals 20%.
Up B - Fairy Wind.
Jigglypuff is now officially a Fairy-type and it would be cool if this was acknowledged by P:M. This would (finally!) function as a true recovery move. She twirls upwards surrounded by a sparkling wind, similar to Wario's corkscrew.
I think Jiggs needs some new tools, but I don't think she needs a complete rework. I agree with your downsmash idea, as well as your f-tilt idea.Posted this in the Character Idea Submission thread and figured I'd post it here too to get the opinions of Jigglypuff mains.
This is coming from somebody who does not like how Jigglypuff has been handled in Smash, and I know I'm going to get a lot of hate for this. Whatever. I'm not posting this to piss off the Jigglypuff mains; I would just like to put my opinion/ideas out there.
Regardless of her effectiveness in Melee, I personally do not think anybody should look at Melee Jigglypuff as an example of good design. She has a boring, uninspired, limited moveset that boxes her into certain roles and leaves little room for creativity. Many of her bad moves could be improved while certain other moves (looking at you, B-air) could be de-emphasized a bit. Her specials especially could use some work in order to make her a more interesting and varied character. I know we're already at version 2.6, and I know many people believe Melee top tiers shouldn't be changed, but I feel like it's never too late to make a better character.
Here are some ideas that I would love to see balanced and worked into her moveset:
Slightly faster running speed.
F-tilt - Very quick. More range (foot stretches out more like Bair).
D-tilt - Very quick. Less damage. Sends them into the air for comboing.
B-air - reduce the size of the disjoint. Still functions as a great WoP move. If it wasn't for "bcuz Melee", the PMBR would not have given this move its current properties. Regardless of how vital the move currently is, the huge disjoint simply does not make sense. She will have to make up for this loss in other areas, which is actually a positive thing imo. Depending so much on one move that doesn''t even make sense visually is proof that she is poorly designed.
Fair - Pound (this move is not interesting enough to be a special move.) Quicker. Her main way to continue combos in the air.
F-Smash - Hyper Voice. Terrific horizontal range. Fairly slow startup. Gets weaker the farther away the opponent is.
D-Smash - Much less cooldown.
Neutral B - Sing (this is her most iconic move and worthy of being her main B move). Significantly more range. Increase sleep time so that no matter the percent, they will never wake up early enough to punish her before she's even done singing.
Forward B - Rollout. No longer sends her into freefall. She can combo out of it at low percents. Kills at higher percents.
Down B - Rest (as-is, this move is conceptually dumb and strays too far from canon for my liking) Sends them straight up for a Star KO like in Brawl (no flower). Gradually heals 20%.
Up B - Fairy Wind.
Jigglypuff is now officially a Fairy-type and it would be cool if this was acknowledged by P:M. This would (finally!) function as a true recovery move. She twirls upwards surrounded by a sparkling wind, similar to Wario's corkscrew.
^My suggestions from another topic.Most of the suggestions for Jigglypuff are rather silly, but these suggestions are pretty nice.
I don't think that Jigglypuff needs any seriously radical changes, such as giving her a projectile or a jump-canceled Rollout. And while it would make sense in a Pokemon game, I don't think that Rest (or Sing for that matter) should heal Jigglypuff. Instead, minor tweaks to her currently existing moveset would be much more favorable as opposed to these highly debatable changes.
My suggestions for Jigglypuff would be as follows:
1) Jigglypuff's Forward Tilt would knock opponents vertically into the air, in a similar manner that Yoshi's Forward Tilt works. This would allow for more opportunities to land a Rest, as well as serving as a combo-starter for aerial combos.
2) Down Tilt in it's current state is rather useless, though Forward Tilt is not. If the above change to Forward Tilt is implemented, Forward Tilt's knockback should be transferred over and replace Down Tilt's current knockback. This would effectively give her more range on a decent knockback move, and allow her to more easily set up for gimps after a successful Down Tilt.
3) The Sing change that DrinkingFood suggested (The one I quoted, anyways).
The problem with Jiggypuff's Forward and Down Tilt is that they are too similar currently (specifically knockback), though they both share problems. Down Tilt doesn't have enough knockback to be too useful despite having range, and Forward Tilt doesn't have range despite having some knockback. If you combine both of the positive elements and give them to Jigglypuff's Down Tilt, and change her Forward Tilt to function in a similar manner to Yoshi's Forward Tilt, I feel as though her ground game would be much more effective...without having to resort to drastic changes. Granted, her ground game doesn't need to be the BEST (it would still have very poor range), but that is a fundamental aspect of the character anyways. It is part of what makes her unique, and I don't think that part of her should change. But it can always certainly be made better despite my stance on that.
It was just an idea, I was hoping it'd keep with the basic jiggs but give him a bit better gameplay but I can see how my idea can be seen as not really in line with what jiggs is.But that's not Jigglypuff anymore. Why not figure out how to improve the character, rather than overhaul.
This idea was implemented and tested in the beta build of 3.0I haven't read through the thread or seen what others have posted, so sorry if someone already posted this idea.
I feel like one of Jigglypuffs main problems is her useless Up B... What is the point of it? Yeah, that's what everyone jumps to. How terrible her Up B is. But maybe there is a way to change it instead of just removing it. Keep the basic concept, just tweak it a bit. How about instead of being forced to sit in the song for what is it? 2 minutes? We can hold Up B, and for as long as it is held, she sings. Making it an interesting combo. Why not do this? Snake already has an ability that allows him to put someone to sleep, FROM A RANGE. Mewtwo can do it as well if used at the right time. Maybe Jigglypuff can do the same. The main issue I can see with it however is if Jiggz does put someone to sleep, it makes her Down B much easier to hit :/
EDIT: I also feel Rollout should be recoverable... Much like Brawl.
Shucks! Yeah, it seemed like it would be a little too strong... Still think it is cool that they at least tried it though :oThis idea was implemented and tested in the beta build of 3.0
It was too good.
Sorry dawg.
you totally can my dude.Another tool she had was her ability to crouch under a few of the top tier melee characters. She can still do that, but if she could crouch some more new grabs, that could help. Also you can't crouch-rest sheik's grab anymore.
lolwatup throw should not be as DI-able, giving her her near-equal matchup against the spacies back.
Sing only works on if they're grounded. This has been suggested, but honestly it wouldn't really help her. Her neutral game would practically stay the same and her ledge game wouldn't really change either.What's up everyone I've never posted on here before but I've played brawl for a few years and have been playing project m since April and last month started entering in tournaments or just going for friendlies for the experience.
Jigglypuff being one of my favorite characters to play I see why people don't like her in project m. I think if we could l-cancel sing she become so much more of a threat. For example, there have a couple times mainly against characters like wolf or DDD where at the ledge I use sing to mess up the recovery if I know there going to hit me which leads to them either dying or hilariously falling asleep and free falling into the blast zone while I quickly recover back to the ledge. This hardly ever works but is so funny and op when It does. So Imagine if we could sing cancel. Her neutral game would be crazy and her ledge game would be almost unfair