Jigglypuff (SSB): Difference between revisions

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'''Jigglypuff''' (プリン, '''Purin''' in original Japanese language versions) is a hidden character in both [[SSB]] and [[SSBM]], unlocked in [[SSBM]] by completing [[classic mode|Classic]]/[[adventure_mode|Adventure mode]] on any difficulty/stock or by playing 50 vs. matches. In [[SSB]], Jigglypuff is unlocked by beating 1P mode on any difficulty with any character, and with any number of stock. From the Pokémon series, this puffball is a force to be reckoned with.  
==Overview==
'''Jigglypuff''' (プリン, '''Purin''' in original Japanese language versions) is a hidden character in both [[SSB]] and [[Melee]]. Possessing both quick, low [[knockback]] attacks and powerful finishers, Jigglypuff is often called the king (or queen) of [[combo]]s. Although Jigglypuff is the [[weight|lightest]] character in the game, with rising pounds and 5 additional jumps, most Jigglypuff players will have no trouble [[recovery|recovering]] from almost any distance.  
 
==How to Unlock Jigglypuff==
Upon clearing [[Classic Mode|1P Mode]] at any difficulty and with any number of stocks or continues, the player will be challenged by a CP controlled Jigglypuff. Beating it will unlock Jigglypuff. Jigglypuff is often considered the first unlockable character (although this isn't necessarily true).  


==Pros and Cons==
==Pros and Cons==


===Pros===
===Pros===
*Amazing horizontal recovery
*Amazing horizontal [[recovery]]
*Above-average vertical recovery
*Above-average vertical [[recovery]]
*Great comboing ability
*Great [[comb]]oing ability
*Has three good finishers/KO moves that are easily set up
*Has three good finishers/KO moves that are easily set up
*Can [[teleport (ssb)|teleport]]
*Can [[teleport (ssb)|teleport]]
*Surprisingly long-range [[hitbox|disjointed]] [[sex kick]] and [[Neutral B]]
*Good edgeguarding ability
*Good edgeguarding ability
*Largest [[shield]]
*Largest [[shield]]
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===A Attacks===
===A Attacks===
*'''[[A]]''' - ''Jab''
*'''[[A]]''' - ''Jab'' = 3%
*'''[[natural combo|A A]]''' - ''Double Jab''
*'''[[natural combo|A A]]''' - ''Double Jab'' = 4% (total 7%)
Jigglypuff's jab is usually used in the middle of combos for some extra damage. The second 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.


*'''[[Forward tilt]]''' - ''Roundhouse''
*'''[[Forward tilt]]''' - ''Roundhouse'' = 8%
*'''[[Down tilt]]''' - ''Crouch Kick''
Like all forward tilts, Jigglypuff's forward tilt has three angles--up, down, or forward. The [[knockback]] angle can be adjusted according to the angle of the attack.
*'''[[Up tilt]]''' - ''Back Kick''
*'''[[Down tilt]]''' - ''Crouch Kick'' = 10%
Hitting just slightly in front, Jigglypuff's down tilt sends the opponent upwards at a 45 degree angle. This attack is similar to the up-angled forward tilt, with the major difference being that it has more cooldown.
*'''[[Up tilt]]''' - ''Back Kick'' = 10%
Jigglypuff swings a foot behind, hitting above her 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 for a up tilt chain or set up for more powerful attacks.


*'''[[Forward smash]]''' - ''Furious Kick''
*'''[[Forward smash]]''' - ''Furious Kick'' = 16%
*'''[[Down smash]]''' - ''Split Kick''
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 correctly, the opponent can grab the oncoming Jigglypuff.
*'''[[Up smash]]''' - ''Headbutt''
*'''[[Down smash]]''' - ''Split Kick'' = 16%
Jigglypuff does a split, hitting opponents on either side at a low angle. The main thing to note with this attack is that the hitbox extends quite a bit beyond Jigglypuff's feet. This disjointed hitbox is most often used for [[edgeguarding]] as it allows the player to avoid getting hit by the [[recovery|recovering]] opponent while still being able to prevent the opponent from grabbing the [[ledge]].
*'''[[Up smash]]''' - ''Headbutt'' = 18%
Jigglypuff rocks her 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. Later in the move, the hitbox exists only in front of Jigglypuff and sends the opponent forward with much less knockback.


*'''[[Dash attack]]''' - ''Flying Headbutt''
*'''[[Dash attack]]''' - ''Flying Headbutt'' = 10%
Jigglypuff trips over and slides, hitting opponents in front of her.


*'''[[Nair]]''' - ''Aerial Kick''
*'''[[Nair]]''' - ''Aerial Kick'' = 14% (down to 7%)
*'''[[Fair]]''' - ''Double Kick''
Jigglypuff extends a foot out, sending the opponent back. This move comes out quickly, has a large hitbox that is disjointed, and lasts for quite a while. One thing to note is that this is a [[sex kick]], meaning that it loses power (in terms of both damage and knockback) the longer it is held out.
*'''[[Bair]]''' - ''Spin Kick''
*'''[[Fair]]''' - ''Double Kick'' = 8-13%
*'''[[Dair]]''' - ''Drill Kick''
Unlike most forward aerials, this one has [[sex kick]]-like properties--it loses power with time and lasts for quite a while. This attack is often considered a lower-powered and shorter ranged version of Jigglypuff's nair.
*'''[[Uair]]''' - ''Slap''
*'''[[Bair]]''' - ''Spin Kick'' = 13%
Jigglypuff spins and kicks backwards. This attack has low [[knockback]] and can be chained into more bairs, although it isn't as effective as [[Melee]]'s [[Wall of Pain]]. Jigglypuff extends her foot backwards, but depending on where the opponent is hit, it may send him/her in the opposite direction of the kick.
*'''[[Dair]]''' - ''Drill Kick'' = 3% per hit (total 10 hits)
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]].
*'''[[Uair]]''' - ''Slap'' = 16%
Jigglypuff slaps upwards, making an arc with her hand. The hitbox extends throughout her body.


===B Attacks===
===B Attacks===
*'''[[B]]''' - ''Pound''
*'''[[B]]''' - ''Pound'' = 13%
*'''[[Down B]]''' - ''Rest''
Jigglypuff slaps forward. This attack can aid in recovery (see Rising Pounds below). The hitbox is very large and sends the opponent in different directions, depending on what part of the hitbox is used. The most often effect is that it sends the opponent up and backwards, which can be beneficial when hitting a recovering teammate.
*'''[[Up B]]''' - ''Sing''
*'''[[Down B]]''' - ''Rest'' = 20%
If the opponent is hit by the extremely large hitbox during the one frame in which the hitbox lasts, he/she will be sent flying by this high-knockback attack. Regardless of whether the attack connects, Jigglypuff is sent to sleep for about 3 seconds upon using this attack.
*'''[[Up B]]''' - ''Sing'' = 0%
Jigglypuff sings, sending waves around her body. Airborne opponents cannot fall asleep, and disturbing the opponent in any way including attacking or sliding him/her off the edge will result in waking the sleeping opponent.


===Throws===
===Throws===
*'''[[Forward throw]]'''
*'''[[Forward throw]]''' = 14%
:Sends opponents straight up
Unlike most forward throws, this throw ends opponents straight up. This is often seen as both a blessing and a curse--this attack rarely kills anyone and can't set up for edgeguards, but at low percents, it can be useful for combos.
*'''[[Back throw]]'''
*'''[[Back throw]]''' = 16%
 
Jigglypuff throws the opponent backwards. This throw is among the most powerful throws in the game, knockback-wise.
 
:''Damage values coming soon''


==Techniques==
==Techniques==
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===Teleport===
===Teleport===
''See [[teleport (ssb)|teleport]]''
''See [[teleport (ssb)|teleport]]''


===Rising Pound===
===Rising Pound===
Right after executing Jigglypuff's Pound, the player has the option of tilting the control stick up or down, resulting in a slight movement in that direction during the Pound. Holding up after the Pound is called the "Rising Pound" and assists in horizontal recovery by allowing Jigglypuff to move forward while slowing down her descent.  
Right after executing Jigglypuff's Pound, the player has the option of tilting the control stick up or down, resulting in a slight movement in that direction during the Pound. Holding up after the Pound is called the "Rising Pound" and assists in horizontal recovery by allowing Jigglypuff to move forward while slowing down her descent.  


==Combos==
===Combos===
Compared to [[Melee]], competitive fighting in [[SSB]] puts much more emphesis on combos, particularly zero-to-death combos. Jigglypuff is known as one of the best comboers in [[SSB]]. Her [[forward throw]], weak [[tilts]] and [[aerial attack|aerials]], and surprisingly strong finishers allow her to zero-to-death [[combo]] almost any character in numerous methods.
Jigglypuff has a wide assortment of low-trajectory attacks as well as three high-knockback ones (Rest, back throw, and up smash), as well as a unique throw, which has earned her the reputation of having some of the most effective and most easy-to-perform combos. Most beginners utilize her drill kick and up tilt while advanced players tend to experiment more with aerials, forward throw, and the different hitboxes that exist in the Pound attack.  
 
===Forward Throw===
Unlike most characters' [[forward throw]]s, Jigglypuff's [[forward throw]] sends the opponent straight up, much like her [[up throw]] in [[Melee]]. However, unlike in [[Melee]], [[DI]] cannot influence the direction in which opponents will go until after the peak height is reached. When used at low percents, this can be followed by [[aerial attack|aerials]], or even a rest or [[up tilt]] if the opponent is particularly heavy.
 
===Drill Kick===
Compared to [[Melee]], [[DI]] is toned down in [[SSB]]. Although it is possible to [[DI]] out of combos, it is much harder to do so, allowing natural combos, drills, and weak attacks to be widely used for elaborate combos. Jigglypuff's Drill kick ([[Dair]]), an attack with almost no knockback, can be easily chained to [[Smash attack]]s, [[up tilt]] chains, [[grab]]s, or even a deadly Rest.  


[[Category:Characters]]
[[Category:Characters]]
[[Category:Characters (SSB)]]
[[Category:Characters (SSB)]]

Revision as of 00:54, February 24, 2007

Template:Character

Overview

Jigglypuff (プリン, Purin in original Japanese language versions) is a hidden character in both SSB and Melee. Possessing both quick, low knockback attacks and powerful finishers, Jigglypuff is often called the king (or queen) of combos. Although Jigglypuff is the lightest character in the game, with rising pounds and 5 additional jumps, most Jigglypuff players will have no trouble recovering from almost any distance.

How to Unlock Jigglypuff

Upon clearing 1P Mode at any difficulty and with any number of stocks or continues, the player will be challenged by a CP controlled Jigglypuff. Beating it will unlock Jigglypuff. Jigglypuff is often considered the first unlockable character (although this isn't necessarily true).

Pros and Cons

Pros

  • Amazing horizontal recovery
  • Above-average vertical recovery
  • Great comboing ability
  • Has three good finishers/KO moves that are easily set up
  • Can teleport
  • Good edgeguarding ability
  • Largest shield
  • Small

Cons

Moveset

A Attacks

  • A - Jab = 3%
  • A A - Double Jab = 4% (total 7%)

Jigglypuff's jab is usually used in the middle of combos for some extra damage. The second 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.

Like all forward tilts, Jigglypuff's forward tilt has three angles--up, down, or forward. The knockback angle can be adjusted according to the angle of the attack.

Hitting just slightly in front, Jigglypuff's down tilt sends the opponent upwards at a 45 degree angle. This attack is similar to the up-angled forward tilt, with the major difference being that it has more cooldown.

Jigglypuff swings a foot behind, hitting above her 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 for a up tilt chain or set up for more powerful attacks.

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 correctly, the opponent can grab the oncoming Jigglypuff.

Jigglypuff does a split, hitting opponents on either side at a low angle. The main thing to note with this attack is that the hitbox extends quite a bit beyond Jigglypuff's feet. 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.

Jigglypuff rocks her 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. Later in the move, the hitbox exists only in front of Jigglypuff and sends the opponent forward with much less knockback.

Jigglypuff trips over and slides, hitting opponents in front of her.

  • Nair - Aerial Kick = 14% (down to 7%)

Jigglypuff extends a foot out, sending the opponent back. This move comes out quickly, has a large hitbox that is disjointed, and lasts for quite a while. One thing to note is that this is a sex kick, meaning that it loses power (in terms of both damage and knockback) the longer it is held out.

  • Fair - Double Kick = 8-13%

Unlike most forward aerials, this one has sex kick-like properties--it loses power with time and lasts for quite a while. This attack is often considered a lower-powered and shorter ranged version of Jigglypuff's nair.

  • Bair - Spin Kick = 13%

Jigglypuff spins and kicks backwards. This attack has low knockback and can be chained into more bairs, although it isn't as effective as Melee's Wall of Pain. Jigglypuff extends her foot backwards, but depending on where the opponent is hit, it may send him/her in the opposite direction of the kick.

  • Dair - Drill Kick = 3% per hit (total 10 hits)

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.

Jigglypuff slaps upwards, making an arc with her hand. The hitbox extends throughout her body.

B Attacks

  • B - Pound = 13%

Jigglypuff slaps forward. This attack can aid in recovery (see Rising Pounds below). The hitbox is very large and sends the opponent in different directions, depending on what part of the hitbox is used. The most often effect is that it sends the opponent up and backwards, which can be beneficial when hitting a recovering teammate.

If the opponent is hit by the extremely large hitbox during the one frame in which the hitbox lasts, he/she will be sent flying by this high-knockback attack. Regardless of whether the attack connects, Jigglypuff is sent to sleep for about 3 seconds upon using this attack.

Jigglypuff sings, sending waves around her body. Airborne opponents cannot fall asleep, and disturbing the opponent in any way including attacking or sliding him/her off the edge will result in waking the sleeping opponent.

Throws

Unlike most forward throws, this throw ends opponents straight up. This is often seen as both a blessing and a curse--this attack rarely kills anyone and can't set up for edgeguards, but at low percents, it can be useful for combos.

Jigglypuff throws the opponent backwards. This throw is among the most powerful throws in the game, knockback-wise.

Techniques

Teleport

See teleport

Rising Pound

Right after executing Jigglypuff's Pound, the player has the option of tilting the control stick up or down, resulting in a slight movement in that direction during the Pound. Holding up after the Pound is called the "Rising Pound" and assists in horizontal recovery by allowing Jigglypuff to move forward while slowing down her descent.

Combos

Jigglypuff has a wide assortment of low-trajectory attacks as well as three high-knockback ones (Rest, back throw, and up smash), as well as a unique throw, which has earned her the reputation of having some of the most effective and most easy-to-perform combos. Most beginners utilize her drill kick and up tilt while advanced players tend to experiment more with aerials, forward throw, and the different hitboxes that exist in the Pound attack.