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- Puffy
- Attempted self-analysis:
- Puffy is light, floaty, and has incredible aerial mobility with an array of aerial options. His preferred area is the air, where he can exploit his superior air mobility and multiple jumps. Though he may not have very high-knockback attacks, Puffy's superior aerial mobility and floatiness allows him to pursue recovering opponents and hit them all the way to the border.
- Puffy may have a bad neutral, but there are multiple tools on hand to mitigate this problem. One of them is simply Puffy's great aerial mobility, allowing Puffy to float above the opponent and execute cross-ups. Puffy's great airdodge and his spam filter and mail catch specials give him multiple ways to defend against attacking opponents, and his array of normal attacks can pop opponents right into the air. If Puffy ends up off the stage, he can just jump right back onto a ledge, possibly with the help of tunnel if needed, and puff up can be used to strike back against edgeguarders if needed.
- Once Puffy gets his opponent up to damage, he can execute his knockout options. Puff up is the flashiest, allowing Puffy to expand to a large size and, if landed correctly, cause his opponent to fly into the border. However, it is a highly risky option, leaving Puffy open and giving the opponent a free 3 seconds to wail on Puffy if whiffed. Puffy's other knockout option is to simply hit the opponent repeatedly into the border. Here, Puffy's numerous jumps help him follow the enemy, his large hitboxes make it hard for the opponent to simply maneuver away, and tunnel gives Puffy a get-out-of-jail-free card to return to a platform from afar or backtrack to continue pursuing an escaped opponent.
- Puffy can't have everything, and his aerial focus has weaknesses. His ground game is focused on popping the opponent into the air, so his grounded mobility is poor and his grounded attacks and grabs have poor knockback. Additionally, Puffy is lightweight and floaty, allowing opponents to toss him skyward and toss him around with relative ease. And with the exception of the risky puff up, none of his moves can hit to KO at reasonable percents. Therefore, Puffy players should press their aerial advantage and put themselves in the opponent's mind to find and exploit openings.
- Medium-small frame
- Low weight
- Very low fall acceleration
- Medium maximum speed
- Medium friction
- Medium-high air control
- 5 midair jumps
- Walk: Low speed.
- Dash: Medium speed. 50 frames of turnaround.
- Roll: Intangible frames 3-17, ends on frame 27. Medium-low distance.
- Spotdodge: Intangible frames 2-20, ends on frame 24. A lock appears while Puffy is invulnerable.
- Airdodge: Intangible frames 2-30, ends on frame 34. A lock appears while Puffy is invulnerable.
- Jump: Medium. Active frame 4, ends frame 6. Puffy puffs up.
- Jab: Puffs up slightly, damaging anyone in contact. Active frames 2-12, ends frame 26. 3 damage, 5 hitboxes, all knockback out of Puffy.
- Ftilt: Turns 90 degrees, hitting with a fin, then turns back. Active frames 6-14, ends frame 28. 5 damage, low low-diagonal knockback with good knockback growth.
- Utilt: Squeezes horizontally, expanding in the vertical direction. Active frames 7-20, ends frame 32. 6 damage, moderate vertical knockback.
- Dtilt: Squeezes vertically, expanding in the horizontal direction. Active frames 6-22, ends frame 34. 5 damage, moderate diagonal knockback away from Puffy.
- Dash: Rolls into the opponent, smothering them with spines. Active frames 4-10, 10-16, 16-22, ends frame 35. 3 damage each hit, each hit moderate diagonal spike.
- Fsmash: Spins around on a vertical axis. Active frames 12-14, 17-19, 22-24, 27-29, ends frame 50. 3(4) damage each hit, all hits 2* hitstun, first 3 hits flinching, last hit high diagonal knockback, but low knockback growth, can't KO until 200.
- Usmash: Spins over a horizontal axis. Active frames 10-15, 15-20, 20-25, ends frame 50. 4(6) damage each hit, all hits 2* hitstun, first 2 hits slight fixed vertical knockback, last hit high fixed vertical knockback.
- Dsmash: Squeezes vertically and spins around a vertical axis. Active frames 9, 13, 17, 21, 25, ends frame 42. 2(3) damage each hit, all hits 2* hitstun, first 4 hits flinching, last hit strong semi-spike, can KO at 150.
- Nair: Rolls over. Active frames 7, 11, 15, 19, 23, ends frame 35, land 11 frames. 2 damage each hit, each hit slight horizontal knockback away from Puffy.
- Fair: Squeezes vertically, expanding in the horizontal direction. Active frames 8-22, ends frame 34, land 12 frames. 9 damage, moderate knockback away from Puffy.
- Bair: Spins around on the vertical axis. Active frames 10, 16, 22, 28, 34, ends frame 45, land 15 frames. 3 damage each hit, all hits very strong horizontal knockback away from Puffy, can KO at 170.
- Uair: Sequeezes horizontally, expanding in the vertical direction. Active frames 9-25, ends frame 36, land 13 frames, autocancels from short hop. 8 damage, moderate vertical knockback.
- Dair: Rolls over a horizontal axis. Active frames 12, 17, 22, 27, 32, ends frame 46, land 16 frames. 2 damage each hit, 2* hitstun, autolink.
- Grab: Hooks the opponent. Active frames 8-11, ends frame 33.
- Pummel: Rolls into the opponent, delivering poison. Active frame 4, ends frame 30. 2 damage.
- Fthrow: Expands in the horziontal direction. Active frame 10, ends frame 35. 10 damage, strong fixed horizontal knockback.
- Bthrow: Spins over a vertical axis, flinging the opponent back. Active frame 12, ends frame 39. 8 damage, strong horizontal knockback with moderate knockback growth, can KO at 200.
- Uthrow: Expands in the vertical direction. Active frame 15, ends frame 32. 6 damage, moderate vertical knockback with low knockback growth.
- Dthrow: Rolls onto the opponent multiple times. Active frame 70, ends frame 95. 9 damage, strong fixed diagonal knockback.
- Ffloor: Puffs up. Active frames 4-10, ends frame 30. 3 damage, 5 hitboxes, all strong fixed knockback out of Puffy.
- Bfloor: Rolls over. Active frames 4-10, 10-16, 16-22, ends frame 38. 3 damage each hit, all hits strong diagonal spike.
- Tfloor: Spins while getting up. Active frames 10-13, 15-18, 20-23, ends frame 43. 4 damage each hit, all hits strong horizontal knockback with moderate knockback growth.
- Edge: Rolls over the edge. Active frames 4-9, 9-14, 14-19, ends frame 38. 3 damage each hit, all hits strong diagonal spike.
- Nspecial: Spam filter. Puffy enters a state that makes him invulnerable to hits that do less than 7 damage. If hit with an attack that does less than 7 damage, the opponent experiences 4 damage and flinches. 7 or more damage will cause Puffy to be knocked back, take damage, and flinch. Active frames 15-infinity, cancellable at any time with 15 frames endlag.
- Fspecial: Tunnel. Puffy goes through a long tunnel in the direction of the control stick, and reappears on the other side of it. Puffy and the tunnel are visible. Invulnerable while active. Active frames 15-60, ends frame 75.
- Uspecial: Mail. Puffy catches an absorbable projectile. If this occurs, then Puffy drops a package which then can be broken open by hitting it with an attack with higher-than-flinching knockback, which causes the caught projectile to be released, with the owner being whoever broke it. Packages last only 20 seconds. Active frames 10-infinite, can be cancelled at any time with 15 frames endlag, or ends 15 frames after a projectile is caught. Package 8 damage, projectile 2* damage, package strong meteor smash, projectile depends on the properties of the initial projectile.
- Dspecial: Puff up. Puffy expands to triple his usual size, then slowly deflates. While in effect, air resistance doubles, slowing Puffy to a near stop. Active frames 2-10, ends frame 180. 20 damage, 40 shield damage, 8 hitboxes, all strong knockback away from Puffy with good knockback growth, horizontal and vertical can KO at 100.
- Up taunt: Puts on a Che Guevara hat with a heart on it.
- Down taunt: Deflates before expanding back to normal size.
- Side taunt: Pulls out a map and looks at it.
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