How to Play Again Jigglypuff Ultimate

Super Smash Bros. Ultimate Jigglypuff Guide

This is a guide to Jigglypuff in the game Super Nail Bros. Ultimate. Everything about Jigglypuff, including how to unlock them, bread and butter combos, frame data, alt costumes and skins, also every bit Jigglypuff matchups and counters, can exist found here.

Jigglypuff
Jigglypuff Image
Game Serial Pokémon
Nail Bros. Debut Super Smash Bros. (64)
Fighter Number 12
Unlock Order 15
Number of Jumps six
Weight 68 Units (87/87)
Dash Speed 1.271 (86/87)
Air Speed 1.332 (2/87)
Fast Autumn Speed 1.568 (88/87)
Special Attributes None

Jigglypuff in Nail Ultimate is a fighter that primarily relies on its aerials to smother opponents, and knock them offstage for an edgeguard. Its long hitboxes on aerial attacks allows it to jump virtually opponents and use force per unit area consistently. Jigglypuff too has Rest, which can exist comboed into, and can lead to rather early kills.

Jigglypuff has several weaknesses, primarily in the fact that information technology is extremely light and easy to KO. Information technology besides has rather poor overall mobility, and may struggle to approach. Since it has no projectile, Jigglypuff oft struggles against characters with good range or multiple projectiles, every bit it is decumbent to existence zoned.

See Our Tier List Here!

Strengths ・Very powerful Downwards Special (Residual)
・Good at recovering (has 5 jumps total)
・Very proficient at edgeguarding with aeriform attacks (Nair, Bair, Off-white)
・Very fast air speed
Weaknesses ・Extremely light and dies early
・Many moves have low knockback, resulting in opponents countering Jigglypuff's attacks hands at low percents
・Poor range on all attacks, and no projectile
・Dull movement, and poor overall mobility
・Struggles to kill, as well as approach
Jigglypuff Image
-2

Ike Lucina Mr. Game & Watch Palutena Shulk Sonic Yoshi

-i

Banjo & Kazooie Byleth Chrom Cloud Corrin Diddy Kong Duck Hunt Falco Fox Greninja Hero Inkling Joker Ken Link Luigi Mario Marth Mega Man Meta Knight Ness Olimar Pac-Man Peach/Daisy Pikachu Piranha Plant Pokemon Trainer R.O.B. Rosalina & Luma Roy Samus/Dark Samus Sephiroth Sheik Snake Toon Link Wario Wolf Young Link Zelda Zero Suit Samus

0

Bayonetta Bowser Bowser Jr. Captain Falcon Donkey Kong Dr. Mario Ice Climbers Isabelle King Dedede Kirby Lucario Lucas Mewtwo Mii Gunner Mii Swordfighter Min Min Pichu Pit/Dark Pit Ridley Robin Ryu Simon/Richter Steve Terry Villager Wii Fit Trainer

+1

Ganondorf Incineroar King K. Rool Little Mac Mii Brawler

+2

1. -2 = Disadvantage. -one = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +two = Reward.
2. The matchup chart was based around both the opinions of professional players of each character, equally well as our own feel through playing Jigglypuff.
3. Characters within each tier are unordered
iv. Pokemon Trainer'due south private Pokemon (Squirtle, Ivysaur, and Charizard) as well equally Repeat fighters with no pregnant difference than their regular counterpart are not shown.
five. For other characters who are not shown here, we are even so investigating the matchup.

Residual Combos
Leap→Side Special→Jump→Downward Special
Jump→Up Air→Jump→Downward Special
Bread and Butter Combos
Up Tilt→Upward Tilt→Up Air
F-air→F-air
Spring→Side Special→Leap→Down Special
This can be used on opponents with heart percents or lower.
Jump→Upwards Air→Jump→Down Special
This can be used on opponents with middle percents or lower. The fox to landing this combo is to hit the up air while falling.
Up Tilt→Up Tilt→Upwardly Air
This combo can be used on opponents with low percents. Use this combo to rack up harm before dealing a killing residuum combo.
F-air→F-air (falling)
This can exist used on opponents with center percents or lower.
Motion Frames
Spring > Down B five Frames
Neutral Air 9 Frames
Shield Catch 10 Frames
Downwardly Air x Frames

Jigglypuff's out of shield options are a bit limited. While jumping into Rest is her fastest out of shield option (5 frames), it is a huge commitment, and if whiffed will lead to a big punish, so information technology shouldn't exist used recklessly. Neutral air is a decent out of shield option at 9 frames, though it won't exist quick enough to punish almost safely spaced moves. Down air is besides a decent option, again provided that the movement you are attempting to punish was unsafe.

1v1 Damage (%) Startup Frames Agile Frames Cooldown Frames
Jab 1
(A)
3.6 5 2 10
Jab 2 iii.vi 5 ii 13

Jigglypuff's jab has similar get-go up frames to nair and off-white, and then it is better to use them over jab in almost any scenario, especially for poking or pressuring shields.

1v1 Harm (%) Startup Frames Active Frames Cooldown Frames
Nuance Assault
(Dash + A)
xiv.4 5 4 31
Dash Attack (Weak Hitting) 9.6 9 12 19
Forward Tilt
(← or → + A)
12 7 4 17
Up Tilt
(↑ + A)
ten.8 9 two 14
Up Tilt (Weak Hit) nine.6 xi 3 xi
Down Tilt
(↓ + A)
12 10 iii xviii

Dash attack tin be used equally a kill pick at high percentages. Information technology also has a long active hitbox, making it difficult to counter.

Forward tilt can send your opponent slightly back. Utilize this move to create some space between you lot and an opponent. You can too tilt this motility up or down depending on the size of your opponent.

Upwards tilt can combo into itself, and tin can too KO opponents from about 130%.

Down tilt can ship opponents flying to the side. When at high percents and near the ledge, use this set on on your opponent.

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Frontwards Smash
(Blast ← or → + A)
nineteen.2 xvi iv 30
Upwardly Smash 1
(Smash ↑ + A)
eighteen/15.half dozen xvi 4 26
Down Smash
(Blast ↓ + A)
13.2 fourteen 3 32

Jigglypuff's forward smash takes a big pace forward, making its set on range quite long. If you mix information technology in with a dash, information technology becomes easy to connect.

Jigglypuff'south up smash has a ull 180 degree range. However, it has tedious start up frames which makes it risky to utilise.

Jigglypuff'south anxiety for downward smash are invulnerable. Information technology also has high side knockback, making it i of the best smash attacks for Jigglypuff.

1v1 Impairment (%) Startup Frames Active Frames Cooldown Frames
Neutral Air
(A + no direction while airborne)
13.two six two 36
Neutral Air (Weak Hit) 7.2 viii 23 thirteen
Frontwards Air
(Hold ← or → in the direction you are facing + A while airborne)
ten.8 8 2 27
Forward Air (Weak Striking) vii.2 10 eleven 16
Back Air
(← or → Contrary of the management you are facing + A while airborne)
15.vi 12 2 23
Up Air 1
(↑ + A While Airborne)
10.eight 9 13 18
Downwardly Air
(↓ + A While Airborne)
ane.8 seven/10/xiii
16/nineteen/22
25/28
2 44/41/38
35/32/29
26/23

Nair has fast start upwards frames and its hitbox stays out a long time, making information technology a great move for pressuring opponents. If used against an opponent offstage, and can lead to a KO. It is one of her chief arroyo tools, and is -5/-6 on shield, making it hard to punish from shield.

Forward has a long lasting hitbox and practiced range. Information technology has low endlag, and is also -v/-6 on shield, so it's some other good arroyo tool. Use this movement to comport opponents off stage and edgeguard them.

Has a much shorter hitbox than Jigglypuff's other aerials, and is slower than nair/fair, simply it is one of her strongest aerials, and tin exist used to KO. Information technology has good range, and is skillful for spacing out opponents.

Upward air has a lingering hitbox and tin throw opponents into the air slightly, making information technology good for connecting combos. When your opponent is effectually centre percents, connect up air with downwards special to finish them off.

Dair has a lingering hitbox and can be used to snuff out an opponent'due south attempt for a follow up assail. It can also combo into down special by landing before the last ht and and so using rest.

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Neutral Special
(B)
24 40~60 - 52
Side Special
(← or → + B)
13.two thirteen 16 11
Up Special (Hit 1)
(↑ + B)
0 27 10 113
Upwardly Special (Hit 2) 0 61 x 79
Upwards Special (Striking three) 0 100 10 forty
Downwardly Special
(↓ + B)
24 two 3 205

Jigglypuff's neutral special volition charge up power and so perform a quick rolling assail. This attack does massive shield harm, and it tin can exist used to suspension shields by reversing and hitting it multiple times. Be careful when using it not to SD.

This attack has a big long lasting hitbox and is powerful, making information technology a superb move in Jigglypuff'due south kit. It will throw your opponent upward slighlty, which will allow you to philharmonic them.

It too does heavy shield damage and can be used to break shields if an opponent uses them repeatedly.

Up special's hitbox is quite small-scale, but tin can put opponents who are nearby you to slumber, which can fix for a philharmonic into remainder. The higher per centum your opponent is, the longer they will slumber, and it is not affected past mashing.

Jigglypuff is invulnerable for but one frame when down special begins, but if you lot are touching your opponent, y'all will bargain an extremely powerful movement with high knockback. Later that, Jigglypuff is left very vulnerable, so information technology should be used as a combo cease to KO opponents. Learning how to KO with this move is an essential part of Jigglypuff'south playstyle.

1v1 Impairment (%) Startup Frames Active Frames Cooldown Frames
Pummel 1.56 ane 1 5
Catch (Normal) - 6 2 25
Nuance Catch - 9 two 29
Pivot Grab - 10 ii 23
Forwards Throw (Hitbox)
(← or → While Grabbing)
6 10 2 24
Back Throw (Hitbox)
(← or → While Grabbing)
12 26 1 23
Up Throw (Hitbox)
(↑ While Grabbing)
nine.six 9 i 28
Downwards Throw (Hitbox)
(↓ While Grabbing)
7.ii lx two 23
7.2 62 1 22

Jigglypuff'due south forward throw volition send your opponent flying diagonally forward. Utilize it to throw your opponent off stage or proceeds stage control.

Jigglypuff'south back throw will throw your opponent behind you. Apply information technology to throw your opponent off stage or proceeds stage control.

Up throw will toss your opponent into the air. This is the weakest of Jigglypuff's throws, but can put an opponent into disadvantage, which is Jigglypuff's speciality.

Down throw will also send your opponent flying diagonally forwards. This is the highest dissentious throw, although it doesn non combo, so use it when y'all are unsure which throw to toss out.

Attack Proper noun How to Use Effect
Puff Up Press B after obtaining the Nail Ball Jigglypuff becomes extremely big, pushing all opponents it touches away. Works all-time on smaller stages when used in the center, since opponents will accept nowhere to go.
Modify
Neutral Assail 2 Reduced vulnerability.
Dorsum Air Assault Reduced vulnerability.
Reduced vulnerability when landing.
Downward Throw Shortened the launch distance.
Reduced vulnerability.
Change
Other Matched the vulnerability with other fighters when falling in identify.
Change
Final Smash Made the opponent's movements slower during the initial slowdown period.
Change
Air Dodge Reduced vulnerability.
Moving Air Dodge Reduced vulnerability.
Down Air Assail Shortened the landing time afterward using the motion.
Reduced vulnerability when landing later using the move.
Forward Throw Adjusted launch angle.
Neutral Special Shortened the charge time until reaching max accuse.
Side Special Increased the duration of the damage animation when the move hits.
Increased the opponent's downtime when shielded.
Change
Neutral Assault i Made it easier to hit multiple times when standing with Neutral Attack two.
Neutral Assail ii Increased attack range.
Change
Final Boom and FS Meter Made it easier to push opponents while large.
Alter
Side Tilt Attack Reduced vulnerability.
Down Tilt Assail Extended launch altitude.
Up Smash Set on Increased attack power of depression-ability zone.
Back Air Attack Increased attack speed.
Forward Throw Adjusted launch bending.
FS Meter Extended launch distance.
Change
Side Special
(← or → + B)
Allows Jigglypuff to move left or right after hit. Works as a combo first = Vitrify.
Unlocking Via Blast Way
15th Fighter Unlocked
Subsequently unlocking Ike, permit 10 minutes pass OR play another boxing in nail after soft-resetting OR render to the menu from Earth of Calorie-free
Unlocking via Classic Mode
Clear Classing Style 2 times using Kirby.
Unlocking via World of Light
River Wood

There are three means to unlock Jigglypuff. Completing any of these, then defeating Jigglypuff when they appear in the "a New Challenger Appears" screen volition allow yous to use them afterward.

How to Unlock Characters Fast

Graphic symbol Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

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Source: https://game8.co/games/SSBU/archives/281185

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