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Jigglypuff 
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Joined: Mon Dec 26, 2011 10:23 am
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MGN Username: Sachamel
It may take roughly the same amount of time to charge in the official games, but lower charge levels in SSF2 are way slower/useless and max charge just lasts for too long.
Also in the official titles you're able to steer left and right after colliding with someone, here you just fall till you land or get ko'd by the lower blastzone if you're offstage.

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Wed Oct 08, 2014 1:52 pm
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Sachamel wrote:
It may take roughly the same amount of time to charge in the official games, but lower charge levels in SSF2 are way slower/useless and max charge just lasts for too long.
Also in the official titles you're able to steer left and right after colliding with someone, here you just fall till you land or get ko'd by the lower blastzone if you're offstage.


Another thing: Once my fully charged Rollout got stopped by Kirbys Dtilt, is this supposed this way? Because if someone charges at me at full speed, I wont stop him by kicking him softly.

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Fri Oct 10, 2014 5:44 am
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Skailler wrote:
Sachamel wrote:
It may take roughly the same amount of time to charge in the official games, but lower charge levels in SSF2 are way slower/useless and max charge just lasts for too long.
Also in the official titles you're able to steer left and right after colliding with someone, here you just fall till you land or get ko'd by the lower blastzone if you're offstage.


Another thing: Once my fully charged Rollout got stopped by Kirbys Dtilt, is this supposed this way? Because if someone charges at me at full speed, I wont stop him by kicking him softly.


i have accidentally wafted while writing this; strangely my house hasnt been destroyed.

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Fri Oct 10, 2014 6:13 am
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Priority is super janky in this game (as an example, fully charged Charge Shot loses to Spinning Kong but the uncharged once go right through). I'm going to reserve judgement on the priority of moves until the next patch comes out.

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Fri Oct 10, 2014 4:08 pm
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Skailler wrote:
Sachamel wrote:
It may take roughly the same amount of time to charge in the official games, but lower charge levels in SSF2 are way slower/useless and max charge just lasts for too long.
Also in the official titles you're able to steer left and right after colliding with someone, here you just fall till you land or get ko'd by the lower blastzone if you're offstage.


Another thing: Once my fully charged Rollout got stopped by Kirbys Dtilt, is this supposed this way? Because if someone charges at me at full speed, I wont stop him by kicking him softly.


Well technically that would break one's foot, but logic doesn't exactly apply here.

Plus, the priority is broken. It doesn't work properly. Just wait till the next patch if I were you.

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Sun Oct 12, 2014 7:48 pm

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One thing I've noticed is Jigglypuff has few good KO moves, or am I missing something?


Wed Oct 15, 2014 3:06 am
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Welcome to the club, numbermaniac. Rest kills at anywhere from 30-90%, but it's hard to combo into and missing it usually means death. Pound and bair are surprisingly useful as a finisher to a wall of pain. Her smashes all have niche uses. Usually, I KO with Rest or fair -> fair -> fair -> ... -> Pound.

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Wed Oct 15, 2014 3:52 pm
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30% I'd say is a stretch, sometimes opponents can survive at percentages as high as 60% (in competitive stages of course).
Rollout can work as a situational kill move since it has great knockback at high %; it's nice to remember that it will hit anybody that's hanging on the ledge (and not in invincibility frames) which means it can hit an opponent with a predictable recovery aiming for the sweetspot or someone trying to stall at the ledge.

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Wed Oct 15, 2014 5:37 pm
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Lmao I wish rest could kill at 30%. But it's more like 50-70% depending on character is when rest starts to kill.

Even then landing rest is so situational and risky. I hate how it has horizontal knockback. It gives your opponent free punish just by respawning.

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Wed Oct 15, 2014 7:49 pm
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Rest killing at 30% would be best-case, like uair juggle to Rest on a low ceiling or some such situation. I really do think that Rest needs a SLIGHT knockback boost (killing at under 50% would be where I would want it) but it needs a KB angle that's vertical on the entire body. I feel like out of every 10 Rest setups I could get, 8 of them are unusable because I'm either going to trade stocks in an unfavorable way or not kill. Additionally, there are fewer Rest setups in this version, so I feel like Rest has gotten a double whammy.

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Wed Oct 15, 2014 8:17 pm
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Sachamel wrote:
Also in the official titles you're able to steer left and right after colliding with someone

Nuh uh!

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Thu Oct 16, 2014 5:36 pm
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Thu Oct 16, 2014 9:04 pm
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Thanks for that gif! haha

Even if it wasn't like that in the official games, it still would make the attack a lil better and reliable (wouldn't cause much trouble either since it's not a great attack anyway).

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Thu Oct 16, 2014 9:27 pm
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Oh, guess you can in Melee (who uses Rollout in Melee anyway?) but iirc you can't in Brawl/Smash 4

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Fri Oct 17, 2014 12:39 am
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I don't have Smash 4, but:
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It also can change trajectory in Project M, but I think you get the point.

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Fri Oct 17, 2014 9:39 am
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