Attributes:
- Air Speed: 1.269 -> 1.35
- Air Friction: 0.0375 -> 0.05
Both of these are reverting them back to their Melee values, as well as placing Jigglypuff back into being 1st place in both categories. Jigglypuff's claim to fame in Smash is being a huge aerial threat, so increasing some of these traits help her get a leg up once again on her competition, as well as giving her niche as "the aerial fighter" back.
- Air Dodge: 35 (FAF) -> 32 (FAF)
Currently, Jigglypuff shares the same air dodge speed as a lot of heavyweights, which doesn't make a whole ton of sense, considering the lightweight nature of her character. Shortening the amount of lag her air dodge has not only improves her defensive options, something she could most certainly use, as well as falling more in line with other light weight characters, such as Game and Watch.
- Jumpsquat: 6 frames -> 4 frames
Her jumpsquat falls in somewhat of a similar spot as her air dodge, as in it falls more in line with heavy weights, rather than more lightweight characters. The adjustment to 4 frames not only allows her to get into the air quicker, which is something she could most definitely make use of, but it also falls in line with Kirby, a character with a very similar build to Jigglypuff. It just seems right to me that they would have the same jumpsquat speed.
- Aerial Jump Height: 19.786329 -> 21
Considering Jigglypuff does not have a traditional recovery move like nearly every other character in the game, or a crazy double jump + an extra Up-B boost like Yoshi does, a small increase in her recovery would be appreciated, considering a lot of characters received recovery buffs in Smash 4, leaving Jigglypuff out in the dust once again. A height of 21 still keeps her in last place, right behind Kirby, but also gives her recovery as well as her overall air time a bit of a boost.
- Air Release: absolute garbage -> not garbage
When grabbed, Jigglypuff nearly always gets air released due to her small structure. However, when released in the air, Jigglypuff is launched at an angle that
doesn't put a whole lot of distance between her and her opponent. Having more distance between her and her opponent when released would prevent kill confirms that only she faces like in the link posted.
In terms of other attributes, such as her ground speeds, initial jump height, shield sizes, tractions, etc., I feel like they aren't really worth changing much. Jigglypuff isn't meant to be a ground fighter, so it makes sense for her ground-based attributes to be some of the worst in the game.
Ground / Grabs:
- Up Smash: 46 (FAF), active frames: 16-19 -> 45 (FAF), active frames: 7-10
- Down Smash: 49 (FAF), active frames: 14-15 -> 48 (FAF), active frames: 9-10
- Forward Smash: 50 (FAF), active frames: 16-24 -> 44 (FAF), active frames: 12-20
Like I said, Jigglypuff's never been a great ground fighter, so I think keeping her mostly unchanged in this field is fine. However, a lot of these are just changed back to their Melee forms, where they have just a few frames less of lag, as well as coming out a bit faster.
- Up Throw: 110 (BKB) -> 70 (BKB)
- Down Throw: 100 (BKB) -> 60 (BKB)
A decrease in terms of Jigglypuff's up throw's and down throw's knockback allow for the moves to be able to become combo-starters, keeping her opponents closer to her than usual.
Aerials:
- Up Air: 45 (FAF) -> 38 (FAF)
- Back Air: 40 (FAF), active frames: 12-13 -> 39 (FAF), active frames: 9-10
- Forward Air: active frames: 8-20 -> active frames: 7-22
- Down Air: 53 (FAF), active frames: 7-32 (multihit) -> 49 (FAF), active frames: 5-30 (multihit)
A lot of the changes I would make to Jigglypuff's aerials are simply in the form of frame data. A lot of these frame datas have been changed to better reflect Jigglypuff's frame data as it was in Melee, without any of the crazy disjoints. This change allows these moves to both come out and end faster, allowing for Jigglypuff to get more stuff done while in the air.
Rest and Pound:
- Rest: active frames: 2-4 -> active frame: 1, damaged healed: 5% (over time)
Rest comes out frame 1 again, just like in Melee. Unlike in Melee, the current damage Rest does in Smash 4 seems to be fine, being able to reliably kill characters around the ~60-70% mark, which seems a bit more fair than its iteration in Melee. Alongside that, Rest now heals a short amount over time, just like how the move works within the Pokemon games.
- Pound: active frames: 46 (FAF), active frames: 13-28 -> 45 (FAF), active frames: 12-27, Rising Pound returns
Everything about Pound is a frame quicker, being akin to how the move worked in Melee. Alongside that, Rising Pound from Melee returns as well, allowing Jigglypuff some more horizontal recovery.
Sing:
Unlike every other move at this point, I'd like Sing to get a complete rework, because it has been absolute butt for four games now. So, I've decided to turn it into a moving projectile, seen by my brilliant Photoshop:
This new 'Sing' projectile would travel at a very slow speed, slower than any projectile currently in the game, to the point where Jigglypuff could move faster than it in the air. Upon coming into contact with an opponent:
- If opponent is on the ground: Opponent falls asleep.
- If opponent is in the air: Opponent will be paralyzed for a short while (as if hit by Zero Suit Samus' Neutral-B), and then be knocked up a short distance vertically.
I feel like turning Sing into a projectile would solve numerous issues for Jigglypuff:
- Jigglypuff no longer lacks a projectile
- Makes Sing less garbage
- Gives her more options (ex: use Sing on the ground, hover above it in the air, opponent has to choose between fighting Jigglypuff or falling asleep / another option to punish foes in the air / sets up for more combos / etc.)
Rollout + Play Rough:
Also another changed special of Jigglypuff's, but isn't as much of a change as Sing was.
Rollout would work like normal, but would now have some new super armor to protect from weak projectiles and some Smash attacks. However, the real main event happens when Jigglypuff comes into contact with an opponent. Play Rough would activate, trapping the opponent for a short while, and then launching them as usual. Play Rough would be able to activate through shields as well, so the only way to avoid the attack would to be to hop over it or spotdodge.
Here's an example of how it would work, through my wonderful Photoshop and narrative crafting skills once more:
Jigglypuff: "I'm coming to get you, Kirby!"
Kirby: "I will just shield! You will do nothing to me!"
Jigglypuff: "Nice try! Play Rough can go throw shields!"
Kirby: "Oh no! I am currently being trapped for a short amount of time, as if I were to be caught in something like Cloud's Side-B or Marth's Side-B!"
Jigglypuff: "Get out of here!"
Kirby: "Curse you, Jigglypuff!"
Upon coming out of Play Rough / Rollout, Jigglypuff wouldn't be put in her helpless state.
Doing something like this would:
- Fix a lot of problems currently associated with Rollout (being put into helpless state after move finishes or makes contact, being easy to interrupt, being easy to avoid by just shielding)
- Gives Jigglypuff some Fairy-type flair she's currently lacking in Smash, despite recently becoming a Fairy-type in Gen VI
Final Smash:
Just give her Peach's current Final Smash and give Peach something new. Sleep is Jigglypuff's thing.