Jigglypuff (プリン, Purin) is an unlockable character in Super Smash Bros.. It is notable for its similar appearance and nature to Kirby, and the fact that they share a lot of moves makes them semi-clones.
Jigglypuff is ranked right in the middle of the tier list, at 6th place in the B tier. It is notable for being the lightest, floatiest, and lowest gravity character in the game. Expert Smashers can use and abuse Jigglypuff's low knockback attacks and floatiness to their advantage in several combos against heavier characters. However, because Jigglypuff is so light and floaty, it is very easy to KO. In addition, Jigglypuff lacks a rising up special move recovery, forcing it to rely on its remaining midair jumps to recover.
How to unlock
Note: Jigglypuff can be unlocked after Ness and/or Captain Falcon if criteria for the latter two is fulfilled during the 1P Game.
Most of Jigglypuff's moveset consists of low knockback attacks. To many novice players, low knockback is often considered a bad thing. But to the competitive Smasher, Jigglypuff's low knockback attacks, combined with low lag and great aerial maneuverability makes it a good character to combo with. Its great aerial mobility makes up for the fact that it has the second slowest dash speed. Jigglypuff also has in its arsenal surprisingly powerful finishing attacks, such as its up smash. Unfortunately, Jigglypuff is very reliant on comboing for its KOs; if the Jigglypuff player fails to land the finishing blow, it is not unusual to see the opponent's health go upwards to 150% before being KO'd.
Jigglypuff's ground attacks are generally slow and weak, other than its smashes. Neutral attack, forward tilt, and down tilt have little use in general. Up tilt is also weak but can be used for combos at low-mid percentages, and it can lead into an up smash or Rest as a finisher. Forward and up smashes are decent finishers, while down smash sends the opponent on a semi-spike trajectory, meaning it can be used for edgeguarding. Jigglypuff has some good aerials, with a good edgeguarding ability. Its dair can meteor smash, albeit extremely weakly.
Jigglypuff has a unique set of special moves, which can be considered "extreme". This means they have some very good things about them, but also some very poor things about them. Its neutral special move (Pound) has short range (like all of Jigglypuff's moves) and a little bit of starting lag, but it does very high damage, good knockback, a lot of shield damage, and can easily give Jigglypuff additional recovery, especially horizontally. Its down special move (Rest) is known for having incredible strength if it connects, extreme ending lag, very fast starting time, very poor range, and providing invincibility frames until its eyes close. It is an excellent combo finisher, and can be done from a forward throw against fastfallers like Captain Falcon. It is also possible to easily combo into it with a Z-canceled dair. Its up special move, Sing, puts opponents to sleep. Unlike in Melee and Brawl, it keeps opponents asleep for longer at lower percentages. This means it can easily lead into another move, but since the opponent's percentage has to be low, it can't really lead into a finisher.
On the receiving end, Jigglypuff's floatiness, low weight, and small size make it difficult to land long combos on it. Furthermore, Jigglypuff's slow falling speed, five midair jumps, good air speed, and Rising Pounds allow it to recover from almost any distance horizontally. On the downside, its vertical recovery is very bad due to only three of its midair jumps giving actual height (its fourth midair jump gives next to no height, and its fifth merely slows its descent) and it lacking a rising up special move. This makes it very vulnerable to meteor smashes and meteor smash combos such as Yoshi's f-tilt -> fair. Also, Jigglypuff's slow falling speed makes it very easy to juggle, and very vulnerable to characters with powerful vertical finishers, such as Fox with his up smash and up aerial. Light weight also has its downside, as Jigglypuff will often be knocked out at premature percents. If Jigglypuff's shield breaks when there is no ceiling, it will be Star KOed, so Jigglypuff players must be very careful when shielding drill attacks, other multi-hit attacks, and attacks that cause high shield damage (although it does have the largest shield, which helps this problem).
In Competitive play
A technique that allows Jigglypuff to slide forward a moderate distance. Jigglypuff can attack, jump, or perform other actions out of the slide (it even allows it to go offstage), and with it giving it some speed, it can be used for movement, faster than just dashing due to Jigglypuff's low dashing speed.
Using Pound and tilting the control stick up immediately after will cause Jigglypuff to rise up during the move's animation, which can largely increase its horizontal recovery, and is its only real shot at vertical recovery outside its midair jumps.
Fake ledge jump
The Balloon PKMN with the big, round eyes. It sings a soothing melody, sending those that hear it to sleep. When mad, it puffs itself up. As a Balloon PKMN, its body is light, weak, and easy to knock away.