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Super Smash Bros. Brawl: Classic Mode on Intense with Jigglypuff (Crazy Hand Clear) скачать в хорошем качестве

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Super Smash Bros. Brawl: Classic Mode on Intense with Jigglypuff (Crazy Hand Clear)

It turns out that I just remembered that I could use rest to finish matches earlier. Attributes: https://www.ssbwiki.com/Jigglypuff_(SSBB) Jigglypuff's fighting style is unique as it will spend most of its time in mid-air, being that it is designed to be the ultimate mid-air brawler. Possessing 6 jumps, combined with the second fastest air speed (second only to Yoshi), the slowest falling speed, and the horizontal boost from Rising Pound, Jigglypuff dominates in aerial combat; with its F-air and B-air moves, it is capable of performing the Wall of Pain technique very effectively, which allows for opponents to be KOed at low percentages, by effectively being juggled off-screen. Jigglypuff's excellent aerial maneuverability and sliding DACUS make up for its slow dash speed (the slowest in the game). A main disadvantage for Jigglypuff is that Jigglypuff's light weight and floatiness results in its being sent flying rather easily in any direction and inn virtually any stage, thus making Jigglypuff the easiest character to KO. However, its light weight (combined with being floaty and small) also makes it immune to most chain grabs (with the exception of the few ones that are effective against floaty characters). Although it is immune to most chaingrabs, its air release sends it almost no horizontal distance at all, (though the release is vertically high, and can move 1 frame before anyone else's air release) allowing grab release combos by several characters. Jigglypuff has many attacks with good priority and decent knockback, but these attacks also have very low range, (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided by Rollout, which is also a devastating approach attack on the ground, and the fact it never enters a helpless state makes the attack effective in the air too. However, rollout, as with all charging approach attacks, can be predictable and can lead to a self-destruct, if one is not careful. The move Rest provides invincibility frames which manifest in 1 frame - faster than a shield. This enables Jigglypuff to avoid some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 45%, meaning Jigglypuff's vulnerability period after Rest can be avoided if the attack hits. However, in the event that the attack misses, Rest leaves Jigglypuff extremely vulnerable. Jigglypuff also has a good array of Smash Attacks, admittedly quite laggy, though strong nonetheless. Jigglypuff regrettably does lack projectiles, but its great aerial mobility helps it dodge many enemy projectiles easily. Upon breaking its shield, Jigglypuff will be rocketed upward for a Star KO provided there is no ceiling above it (see Shield Jump). Fortunately, though, its shield size is very large. ------------------------------------------------------------------------------------------------------ Follow me on: Twitter:   / betabrawler   Facebook:   / beta.brawler   Google+: https://plus.google.com/u/0/+BetaBraw... ------------------------------------------------------------------------------------------------------

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