- This article is about Jigglypuff's appearance in Super Smash Bros.. For this Pokémon in other contexts, see Jigglypuff.
Jigglypuff (プリン, Purin) is a unlockable character in Super Smash Bros.. It is notable for similar appearance and nature to Kirby, and the fact that they share a lot of moves makes them semi-clones.
It is also 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. This, however, has not helped with its position of 8th on the tier list, for Jigglypuff is the lightest character in Smash 64 and the floatiest, making Jigglypuff 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. Jigglypuff does not have any matchups in its favor, though there are ones considered about even.
 How to Unlock
Upon clearing 1P Game, regardless of the character used, the difficulty, and if continues were used, the player will be challenged by a CPU controlled Jigglypuff. The battle takes place on the Saffron City stage. Defeating it will unlock Jigglypuff as a playable character. Jigglypuff is typically the first character unlocked, due to the ease of unlocking it when compared to the unlocking methods of the other characters.
Jigglypuff's ending picture in Super Smash Bros.
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 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 easilt 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).
Jigglypuff's aerial attacks
|Neutral attack 1
||A fast jab. Is usually used in the middle of combos for some extra damage.
|Neutral attack 2
||Another quick jab. Is rarely used due to it having more cooldown lag. As with most A combos, the combo can be restarted by flicking down on the control stick after a hit.
||Circles in place and kicks. Can be angled. The knockback angle can be adjusted according to the angle of the attack.
||Swings a foot behind, hitting above its head for a low knockback attack that sends the opponent up at a steep angle. If hit at the correct spot, this attack can be used repeatedly as an u-tilt chain or as a setup for more powerful attacks.
||Hitting just slightly in front, Jigglypuff's d-tilt sends the opponent upwards at a 45 degree angle. This attack is similar to the f-tilt angled up, with the main difference being that it has more cool down lag.
||A generic dash attack, Jigglypuff trips over and slides, hitting opponents in front of it.
||This attack sends Jigglypuff forward with a quick burst of speed. One thing to note is that the hitbox comes out near the end of the attack, so if spaced and timed correctly, the opponent can grab the oncoming Jigglypuff before the attack connects. Above average knockback.
||Rocks its head back then forward for an attack. If the opponent is hit early, this attack sends the opponent straight up for quick, low-percent kills. At the last few frames of the attack, the hitbox exists only in front of Jigglypuff and sends the opponent forward with much less knockback. This attack is often used as a finisher.
||Does a split, sending opponents on either side at a low angle. The hitbox extends quite a bit beyond Jigglypuff's feet, and this disjointed hitbox is most often used for edgeguarding, as it allows the player to avoid getting hit by the recovering opponent while still being able to prevent the opponent from grabbing the ledge.
||Extends a foot out, sending the opponent back. This move comes out quickly, has a decent-sized, disjointed hitbox, and lasts for quite a while. Has sex kick properties.
||Unlike most forward aerials, this one has sex kick-like properties — it loses power with time and lasts for quite a while. However, it isn't exactly a sex kick. This attack is often considered a weaker and shorter ranged version of Jigglypuff's nair.
||Back Spin Kick
||Spins and kicks backwards. This attack has low knockback and can be chained into more back aerials, although it isn't nearly as effective as Melee's Wall of Pain.
||Slaps upwards, making an arc with its hand, sending opponents upward. The hitbox extends throughout its body. Because the knockback is consistent throughout the hitbox, if the opponent is hit at the lower part of the hitbox, it may set up for aerial combos.
||Like all drill kicks (other than Kirby's), this attack has very low knockback and traps the opponent. When Jigglypuff lands while hitting the opponent with this attack, it can be followed up with almost any ground attack, depending on the DI. It is a very weak spike, the weakest in the game, but can nonetheless be used for edgeguarding. 3% per hit (total 10 hits).
||Unlike most f-throws, this throw sends opponents straight up. This is both bad and good, as the attack rarely KOs and can't set up edgeguards, but at low percentages, it can be useful for combos.
||Throws the opponent backwards. This throw is among the most powerful throws in the game, knockback-wise.
|Floor attack (front)
||Spins around on both sides and kicks, then gets up.
|Floor attack (back)
||Spins around on both sides and kicks, then gets up.
|Edge attack (fast)
||Does a flips while curling and sticks it's foot out.
|Edge attack (slow)
||Slowly gets up and lunges forward with its body. Will not hit foes right next to the ledge where Jigglypuff is.
||Does a punch forward which gives a bit of distance forward in midair. Usually used as a recovery move, as it can be aimed upwards and down, the former is referred to as Rising Pound and, when combined with midair jumps, can give Jigglypuff a good horizontal recovery. (This technique is required to complete Jigglypuff's Board the Platforms level.) The hitbox stays out surprisingly long and the attack does high shield damage.
||Sings, anyone nearby (the attack has pitiful range) will be sent to sleep. Unlike in Melee and Brawl, opponents sleep for longer at lower percentages. Unlike most up specials, it is not a recovery move.
||Rests. Normally, it leaves Jigglypuff very vulnerable, but if the opponent is right next to it, they will be sent flying by the attack. It is a powerful move (more powerful than the Falcon Punch) that deals a lot of damage, has high knockback, and can be combo'd into.
- Inflates, puts its arms in front of it, then rocks to its right, then to its left, then to its right again, accompanied by it saying "Jigglypuff!".
 Notable players
- See also: Category:Jigglypuff professionals (SSB)
Jigglypuff performing a teleport.
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.
 Rising Pound
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
- See Fake ledge jumping
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.
Jigglypuff's changeable clothing in SSB