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'''Jigglypuff''' ({{ja|プリン|Purin}}'', Purin'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was revealed alongside the fellow ''Pokémon'' fighter {{SSBU|Pichu}} and the rest of [[veteran]]s on June 12th, 2018. Like in games prior to {{forwiiu}}, Jigglypuff is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Jigglypuff is classified as [[Fighter number|Fighter #12]], the last fighter number of the ''[[SSB]]'' [[veteran]]s.
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'''Jigglypuff''' ({{ja|プリン|Purin}}'', Purin'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was revealed alongside the fellow ''Pokémon'' fighter {{SSBU|Pichu}} and the rest of [[veteran]]s on June 12th, 2018. Like in its appearances prior to {{forwiiu}}, it is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Jigglypuff is classified as [[Fighter number|Fighter #12]], the last fighter number of the original ''[[Super Smash Bros.]]'' [[veteran]]s.


As in ''[[Melee]]'', ''[[Brawl]]'', and ''[[Smash 4]]'', {{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was repurposed for the English version of ''Ultimate''. {{s|wikipedia|Mika Kanai}}, Jigglypuff's voice actress from all previous ''Smash'' games and the ''Pokémon'' anime, reprises her role in the Japanese version, with new voice clips. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from ''Brawl'' were repurposed for the French and German versions.
{{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was reused in the English version of ''Ultimate''; this was despite {{s|wikipedia|Michele Knotz}} voicing it in the ''Pokémon'' anime at the time and voicing other Pokémon in ''Ultimate''. {{s|wikipedia|Mika Kanai}}, the voice of Jigglypuff from all previous ''Smash'' games and the ''Pokémon'' anime, reprises her role in the Japanese version with a new voice track. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from ''Brawl'' were reused in the French and German versions.
 
Jigglypuff is ranked 60th out of 82 in the current ''Ultimate'' [[tier list]], putting it at the end of the C+ tier. This is a great improvement over its last place ranking in ''Smash 4''. Jigglypuff's strength lies in its superb aerial game, which is the result of long-lasting [[Aerial attack|aerials]] that, combined with its excellent air mobility and multiple [[jump]]s, can be used to wall out its opponents offstage. Jigglypuff also has a much easier time killing due to its quicker KO options, new KO setups, and more reliable [[Rest]] combos. Rest itself has more knockback and less endlag if Jigglypuff lands it, allowing Jigglypuff to escape potential punishes. Finally, Jigglypuff's ground game has been improved: its [[jab]] can confirm into [[back aerial]] or [[dash attack]] at high percents, its [[up tilt]] can combo into its other aerials and even Rest in some scenarios, and its [[forward throw]] can send opponents at a low angle, making it easier for Jigglypuff to utilize its strong edgeguards.
 
However, Jigglypuff still possesses several flaws. It still lacks range on its moveset, which causes it to struggle against opponents with long/disjointed range and characters who excel in [[camping]]. Its [[neutral game]] still remains poor due to its horrible grounded mobility and linear options to [[approach]] its opponent, and it can have a difficult time hitting opponents that outspeed it. Finally, Jigglypuff's survivability is poor due to its low [[weight]] making it susceptible to KOs at an earlier percent than normal, and as a result, it is susceptible to trades at higher percents.
 
Overall, Jigglypuff's weaknesses balance out its strengths as it is a character who struggles a lot to get in, but has the ability to beat just about any character with only a few openings. Despite the character's inconsistencies and a small playerbase, Jigglypuff has seen strong representation at a major level thanks to players such as {{Sm|BassMage}} and {{Sm|Senra}}.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Jigglypuff is a character of extremes, as evident with its attributes: it has the 2nd-fastest [[air speed]], the highest [[air acceleration]], the slowest [[falling speed]], and the lowest [[gravity]]. These attributes make Jigglypuff a very mobile character in the air. However, it also has the 3rd slowest [[walk]] and [[run speed]], 6th slowest initial dash, 2nd lowest [[jump]] force and [[weight]], and 7th lowest [[traction]]. Collectively, these attributes render Jigglypuff unable to quickly traverse the stage on foot without relying on [[foxtrot]]ting, and susceptible to early KOs. To make up for its low jumping force, however, it has five [[midair jump]]s, which further enhance its aerial evasiveness. Its combination of light weight and floatiness results in Jigglypuff being fairly difficult to combo compared to most other characters as well, but conversely makes it fairly difficult for it to land.
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Jigglypuff is a character of extremes, as evident with its attributes: it has the 2nd fastest [[air speed]], the highest [[air acceleration]], the slowest [[falling speed]], and the lowest [[gravity]]. These attributes make Jigglypuff a very mobile character in the air. However, it also has the 3rd slowest [[walk]] and [[run speed]], the 6th slowest initial-dash, the 2nd lowest [[weight]] and [[jump]] force, and the 7th lowest [[traction]]. Collectively, these attributes render Jigglypuff unable to quickly traverse the stage on foot without relying on [[foxtrot]]ting, and susceptible to early KOs. To make up for its low jumping force, however, it has five [[midair jump]]s, which further enhance its aerial evasiveness. Its combination of light weight and floatiness results in Jigglypuff being fairly difficult to combo compared to most other characters, but conversely makes it fairly difficult for it to land onstage and escape a [[juggle]] without being forced to retreat offstage and grab the [[ledge]].


Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes and, in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide within an attack's final frames. All of its aerials, aside from up aerial, also have enough range to be [[spacing|spaced]] correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and a fairly strong [[sex kick]], even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good [[out of shield]] or approach option, and its long duration allows it to break combos. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can also easily put opponents off-stage, and is the main component of the [[wall of pain]] technique: once an opponent with a poor recovery is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size; similarly to {{SSBU|Marth}}, {{SSBU|Roy}}, {{SSBU|Lucina}} and {{SSBU|Chrom}}, the move also has the interesting trait of completely turning Jigglypuff around after its use. It is also safe on shield due to its high damage output and above-average hitlag, though it is also Jigglypuff's slowest aerial, making it a bit predictable. Up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with [[juggling]], and it is also a situational finisher near the upper blast line. Lastly, down aerial can be used as a highly damaging out of shield or pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves. As well, landing with it can lead into various other moves, especially up tilt and [[Rest]], which allows Jigglypuff to take stocks incredibly early.
Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes, and back air especially is safe on shield when properly spaced. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide within an attack's final frames if they attempt to challenge its moves. All of its aerials, aside from up aerial, also have enough range to be [[spacing|spaced]] effectively thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and a fairly strong [[sex kick]], even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good [[out of shield]] or approach option, and its long duration allows it to break combos quite effectively. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can easily force opponents off-stage and is the main component of the [[wall of pain]] technique: once an opponent is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Both neutral air and forward air can also [[lock]] with their late hits, and generally both attacks linger for a long time and are very useful for [[edgeguarding]]. Back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size. It even possesses some combo potential at very low percents, and the move in general greatly benefits from techniques like [[RAR]]. Similar to {{SSBU|Marth}}, {{SSBU|Roy}}, {{SSBU|Lucina}}, and {{SSBU|Chrom}}, the move also has the interesting trait of completely turning Jigglypuff around after its use. It is also safe on shield due to its high damage output and above-average hitlag, though it is also Jigglypuff's slowest aerial, making it a bit predictable. It also has a sweetspot closer to Jigglypuff's body, although this is difficult to hit due to the sourspot farther away taking priority. Up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with [[juggling]], and it is also a situational finisher near the upper blast line that combos into most of its toolkit if used while landing. Lastly, down aerial can be used as a highly damaging out of shield option, a combo tool, and a pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves. As well, landing with it can lead into various other moves, allowing Jigglypuff to take stocks incredibly early, especially when factoring in the move's ability to [[autocancel]] and link into itself.


Jigglypuff's unmatched floatiness, very fast air speed, multiple jumps and strong air game give it a tremendous off-stage presence. Due to lacking a traditional [[recovery]] move, its recovery is fairly susceptible to gimping, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to disorient opponents that attempt to [[edgeguard]] it. With the aid of [[Pound]], it can also stall its recovery and protect its landing. Jigglypuff is fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest distanced recoveries without being put at risk; {{SSBU|Cloud}}, Chrom, {{SSBU|Ganondorf}}, {{SSBU|Dr. Mario}} and {{SSBU|Little Mac}} are perhaps the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience, while the latter four performances against Jigglypuff revolve around maintaining stage control most of the time.
Jigglypuff's unmatched floatiness, exceptional air speed, multiple jumps, and strong air game give it a tremendous off-stage presence. Due to lacking a traditional [[recovery]] move, its recovery is fairly susceptible to gimping if it has used its jumps, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to mix-up against opponents that attempt to [[edgeguard]] it. With the aid of [[Pound]], it can also stall its recovery and protect its landing. Jigglypuff is infamously fearsome at edgeguarding: with proper spacing and good timing, it can gimp even the farthest distanced recoveries without being put at risk; {{SSBU|Cloud}}, Chrom, {{SSBU|Ganondorf}}, {{SSBU|Dr. Mario}}, {{SSBU|Little Mac}}, and {{SSBU|Min Min}} are perhaps the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience, causing their performances against Jigglypuff to revolve around maintaining stage control as much as possible.


Finally, Jigglypuff has a trump card in Rest, its signature move; it has very high vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters at as early as 50%. It hits on frame 2 with a [[flower]] effect and has full [[intangibility]] until Jigglypuff closes its eyes. In addition to being an incredible [[punishment]] option, the threat of Rest forces opponents to be very careful when using laggy moves, especially due to Jigglypuff's ability to perform an occasionally situational true combo into it. One of the best ways to confirm a Rest is with forward aerial: hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high [[rage]]. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with up aerial: should Jigglypuff land immediately after hitting the opponent, Rest can be landed without fail. This combo works optimally on platforms due to its limited percentage range and its ability to KO as low as 35%.
This is not to render its grounded moveset useless, however, as it is surprisingly versatile for such an air-based character. Jigglypuff's neutral attack possesses incredible speed, can lock, and combos into its aforementioned back air. It also combos into dash attack, which can KO at unusually low percentages. Forward tilt is fast and damaging, and when [[angled]] down, is its fastest option for hitting an opponent that is grabbing the ledge. Up tilt is relatively quick and possesses surprisingly good combo potential, whilst still maintaining the utility of a KO move at later percents. Down tilt is a [[semi-spike]] with high base knockback that can easily gimp many recoveries when used at the ledge, whilst also putting opponents in a bad position on stage should they miss their [[tech]]. As for its smash attacks, forward smash has surprisingly high [[knockback scaling]], while down smash has [[intangibility]] on Jigglypuff's legs and the lowest launch angle of any other conventional semi-spike, causing characters with weaker recoveries to die at very low percents. It also possesses surprisingly fast grabs, and its down throw is a solid damage dealer which greatly benefits from throw [[invincibility]], especially in certain matchups or when playing in doubles. Its greatest grounded move, however, is its buffed forward throw, which sends opponents at a low angle when used near the ledge. This is a fantastic tool to have for a character that forces opponents to shield so often, especially due to down aerial's ability to combo directly into a grab. The angle forward throw sends at forces the opponent to pick an option, burn a resource, or both, making the edgeguarding guessing game much easier for the Jigglypuff player. As a cherry on top, at low percents, it can put opponents in a bad position onstage if they miss their tech, very comparatively to their down tilt.


Up tilt can also combo into Rest on its own or after a landing down aerial, which can be used to rack up at least 30%, but opponents can be launched too far away past low percentages. Lastly, retreating with down aerial can also work, but aside from being the hardest to perform, it is also the least likely to succeed. Other methods of safely using Rest involve [[crouching]], [[buffering]], a [[footstool jump]], a [[jab reset]], or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest has extremely slow [[interruptibility]], making it very easy to punish if whiffed, though Jigglypuff can skip some of the move's ending lag if it is successfully landed.
Jigglypuff also possesses an infamous trump card in [[Rest]]. Rest has powerful vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters as early as 50%. It hits on frame 2 with a [[flower]] effect and has full [[intangibility]] until Jigglypuff closes its eyes. In addition to being an incredible [[punishment]] option, the threat of Rest forces opponents to be very careful when using laggy moves, especially due to Jigglypuff's ability to perform an occasionally situational true combo into it. One of the best ways to confirm a Rest is with forward aerial: hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high [[rage]]. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with up aerial: should Jigglypuff land immediately after hitting the opponent, Rest can be landed without fail. This combo works optimally on platforms due to its limited percentage range and its ability to KO as early as 30%. Up tilt can also combo into Rest on its own or after a landing down aerial, which can be used to rack up at least 30% and potentially KO as well (especially on platforms), but the confirm has a tight percent window, as well as a [[sour spot]] that must be accounted for. Lastly, down air has two main Rest confirms: Drill Rest and Rising Dair Rest. Drill Rest involves using down air and landing on the ground before the final hit connects, buffering a rest so that the confirm lands as soon as possible. This confirm is strong against certain characters such as {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, {{SSBU|Mewtwo}}, {{SSBU|Pichu}}, and opposing Jigglypuff, but aside from them and a select few other characters, it is very inconsistent and often not worth going for. Rising Dair Rest, on the other hand, is performed by rising with down air and buffering a jump rest. This is much more consistent overall against the entire cast, but like up tilt Rest, it has a tight percent window that varies from character to character.


However, Jigglypuff is held back by numerous weaknesses. The most detrimental is its survivability: Jigglypuff's stats result in it having among the worst endurance out of any character in the game. As a result, it can be knocked out as early as 35% with a sufficiently strong attack. Rage is an additional burden, since opponents can send it flying even earlier with it. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff's [[shield jump]] launches it upward with enough force to KO it even from the very bottom of [[Palutena's Temple]]. This makes shielding very risky at low percentages, as the possibly survivable punishes normally received after a shield break are replaced by a guaranteed KO that can only be stopped by a ceiling.
Other methods of safely using Rest involve [[crouching]], [[buffering]], a [[footstool jump]], a [[jab reset]], or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest infamously possesses extremely high [[ending lag]], making it very easy to [[punish]] if whiffed, though Jigglypuff can skip some of the move's ending lag if it is successfully landed.


Furthermore, Jigglypuff has a very problematic ground game. While most of its ground moves are fast in proportion to their power, its lack of range and slow grounded approach prevent it from racking up large amounts of damage with only a few moves. This is worsened when considering the utility of its grounded attacks: neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a [[semi-spike]] with high base knockback. As for its smash attacks, forward smash has surprisingly high knockback scaling, while down smash has intangibility and the lowest launch angle of any other conventional semi-spike. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game and a decently damaging set of throws, the former have very short range and the latter lack any follow-ups or KO potential, with its strongest throw, up throw, not being able to KO reliably even well beyond 200%. This also results in Jigglypuff being easily kept at bay by shields without the usage of Pound's high [[shield damage]].
To balance out all of these strengths, Jigglypuff is held back by numerous weaknesses. The most detrimental is its survivability: Jigglypuff's stats result in it possessing among the worst endurance out of any character in the game. As a result, it can be knocked out as early as 30% with a sufficiently strong attack. [[Rage]] is an additional burden, since opponents can send it flying even earlier with it while Jigglypuff potentially cannot survive long enough to fully reap the benefits of rage itself. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff's [[shield jump]] launches it upward with enough force to KO it even in the largest of stages, although this weakness rarely comes into effect in [[competitive play]], where [[shield break]]s are uncommon.


Jigglypuff's approach, despite being good in the air, is overall predictable. Most of the time, Jigglypuff might have to be close to the opponent, read its reaction in order to approach, or bait it in order to make its move. Its aerial moves are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration, despite its low cooldown. Coupled with the overall short range on its attacks, it has notoriously difficult matchups against characters with large disjoints like {{SSBU|Ike}}, {{SSBU|Lucina}}, and {{SSBU|Shulk}}. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in ''Ultimate'', its ground movement is one of the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other [[Weight|lightweight]] characters can, and in turn makes it very troubling on the offensive side of battle should it be going against speedy characters, such as {{SSBU|Fox}}.
Furthermore, Jigglypuff has a very problematic ground game. Although most of its ground moveset is quick in proportion to their power, its lack of range and slow grounded mobility prevent it from racking up large amounts of damage with the majority of said moves. This is worsened when considering the utility of its grounded attacks, which as mentioned are quite high for such an air-heavy character. The only exception is its up smash, a very barebones move that only barely accomplishes its job of being a consistent anti-air that kills at reasonable percents. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game, landing a grab can sometimes be difficult due to their short range. Its throws are also a mixed bag; whilst the previously mentioned down throw and forward throw are very effective, back throw is similar to up smash in that it is a very one-dimensional move that is barely serviceable enough at its job to be worth using, only instead it's a positioning tool instead of an anti-air. Jigglypuff's up throw is even worse; despite being its strongest KO throw, it is not able to KO reliably even well beyond 200%, and it has very little utility outside of this role. This results in Jigglypuff being easily kept at bay by shields without the usage of Pound's high [[shield damage]] and mix-ups with its grab.


Overall, Jigglypuff is an air-based glass cannon that can quickly rack up damage or KO opponents, but can be KOed just as quickly. Its strengths are on par with its weaknesses, and while it has lower representation than most other characters due to its aforementioned weaknesses, it has received somewhat reasonable results from players such as {{Sm|Arika}} and {{Sm|BassMage}}.
Jigglypuff's approach, despite being good in the air, is somewhat predictable. Most of the time, Jigglypuff is forced to remain close to the opponent, read their option in order to approach, or bait them in order to make a move. Its aerial moves are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its high endlag and ineffective sourspot. Coupled with the overall short range on its attacks, it has notoriously difficult matchups against characters with large disjoints like {{SSBU|Ike}}, {{SSBU|Lucina}}, and {{SSBU|Shulk}}. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in ''Ultimate'', its grounded mobility is among the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other [[Weight|lightweight]] characters can, and in turn with their floatiness makes Jigglypuff relatively slow. This is especially a problem against speed demons such as {{SSBU|Fox}} and {{SSBU|Sonic}}, who can more easily force Jigglypuff to approach them than vice versa. Lastly, due to its reliance on taking stocks with an edgeguard or a Rest setup, it can sometimes struggle to take stocks without committing to one strong attack, especially against heavier characters with great recoveries such {{SSBU|Terry}} and {{SSBU|Yoshi}}.
 
Overall, Jigglypuff is an air-based glass cannon that can quickly rack up damage or KO opponents, but in return can be KOed just as quickly.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Jigglypuff was infamous for being one of the worst characters in the two previous games, due to its high amount of weaknesses, such as being the lightest and floatiest character (which gives it among the shortest-lived, yet worst disadvantage states), having a predictable and linear approach, its short range, lack of projectile, and being prone to projectile and mobility camping. These issues were made much more apparent in ''SSB4'', due to the game's polarized balance and universal mechanics adversely working against Jigglypuff, the most notable being [[rage]] and [[ledge trump]]ing. Most likely owing to its consistently poorly regarded status, Jigglypuff has been noticeably buffed in the transition to ''Ultimate''.
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Jigglypuff was infamous for being one of the worst characters in [[Jigglypuff (SSBB)|its two]] [[Jigglypuff (SSB4)|previous appearances]] due to its numerous weaknesses, notably its atrocious survivability (it's the lightest and floatiest character), short-lived yet bad disadvantage state, and one-dimensional playstyle as a result of a myriad factors. These issues were made much more apparent in ''SSB4'', due to the game's polarized balance and universal mechanics (most notably [[rage]] and [[ledge trump]]ing) adversely working against it. Most likely owing to its consistently poorly regarded status, Jigglypuff has been noticeably buffed in the transition to ''Ultimate''.


Jigglypuff's most notable direct changes are to its aerial attacks and its special moveset. Like with most other veterans, Jigglypuff's aerial attacks have greatly reduced landing lag, which when combined with its faster air speed allows Jigglypuff to more easily string its aerial attacks into one another, once again significantly strengthening some of its lost combo game from ''Melee''. In addition, [[Pound]] has less ending lag than in ''SSB4'', giving it combo potential as well as helping with vertical recovery; [[Rest]] is now interruptible significantly earlier, being 20 frames fewer than previous games, and an additional 25 frames earlier if it connects; and [[Sing]] is notably faster with more range, along with its sleep time being increased, potentially making it a viable tool for the first time in the series, although it still remains risky and easily punishable.
Jigglypuff's most notable direct changes are to its aerial attacks and its special moveset. Like with most other veterans, Jigglypuff's aerial attacks have greatly reduced landing lag, which when combined with its faster air speed further improves its good aerial combo game, allowing it to perform techniques like its renowned [[Wall of Pain]] more effectively. In addition, [[Pound]] has less ending lag than in ''SSB4'', giving it combo potential as well as helping with vertical recovery; [[Rest]] is now interruptible significantly earlier, being 20 frames faster than previous games, and an additional 25 frames earlier if it connects; and [[Sing]] is notably faster with more range, along with its sleep time being increased, making it a viable tool for the first time in the series, though still remaining risky and situational for specific setups.


Jigglypuff also significantly benefits from a few of the reworked game mechanics in ''Ultimate''. The changes to [[air dodge]]s and the reduction of [[edge]] sizes on most stages have virtually restored Jigglypuff's strong edgeguarding capabilities, exponentially improving its already high offstage presence when combined with its improved aerial kit and mobility, which allows Jigglypuff to perform techniques like its renowned [[Wall of Pain]] more effectively. The reintroduction of directional air dodges also grants Jigglypuff an additional recovery option, improving its offstage survivability. In addition, Jigglypuff arguably benefits the most from the weakening of the [[rage]] mechanic, which slightly improves its otherwise abysmal endurance.
Jigglypuff also significantly benefits from some of the reworked game mechanics in ''Ultimate''. The universally improved mobility, the changes to [[air dodge]]s and the reduction of [[edge]] sizes on most stages have virtually restored Jigglypuff's lost strong edgeguarding capabilities from ''Melee'', once again possessing an oppresive offstage presence thanks to its aerial kit and mobility. The reintroduction of directional air dodges also grants Jigglypuff an additional recovery option, improving its offstage survivability. In addition, Jigglypuff arguably benefits the most of any character from the weakening of the [[rage]] mechanic, which slightly improves its otherwise abysmal endurance.


However, Jigglypuff is not without some minor nerfs. Although Jigglypuff did gain a more useful forward throw, its already bad grab game was further worsened, as its grabs, while among the fastest, were made slightly more laggy, and up throw deals less damage. Pound's recovery potential was also nerfed, as Jigglypuff will no longer immediately accelerate in the air during its startup, making consecutive usage of the move a less effective recovery tactic.
However, Jigglypuff is not without some minor nerfs. In line with its polarized archetype, its already bad grab game was made worse; while it did gain a more useful forward throw, its grabs suffer from the universal nerf, and its up throw deals less damage. Pound's recovery potential was also nerfed, as Jigglypuff will no longer immediately accelerate in the air during its startup, making consecutive usage of the move a less effective recovery tactic.


Although Jigglypuff does benefit from the aerial-based changes to gameplay mechanics for ''Ultimate'', some of the other gameplay changes have also hurt Jigglypuff. While the changes to air dodges overall benefit it, they also make Jigglypuff more vulnerable in the air, as they render it even more susceptible to [[juggling]] and now force it to mix up its recovery (though the latter point is slightly counterbalanced by the reintroduction of directional air dodging). In addition, the changes to [[jostle|jostling]] mechanics make Jigglypuff unable to pass through other fighters while running, making Rest much harder to land via running into opponents. Of note is that many of Jigglypuff's primary flaws that have plagued it in previous games are still present in ''Ultimate'', such as a ludicrously low endurance (and being instantly KO'd if its shield is broken), and highly polarized neutral game as a result of its poor ground mobility and limited ground game, its short range, no projectile, and highly limited grab game; none of these weaknesses were alleviated in the transition, either. ''Ultimate'' also includes many more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against.
Although Jigglypuff benefits from the aerial-based changes to gameplay mechanics for ''Ultimate'', some of the other gameplay changes have also hurt Jigglypuff. While the changes to air dodges overall benefit it, they also make Jigglypuff more vulnerable in the air, as they render it even more susceptible to [[juggling]] and now force it to mix up its recovery (though the latter point is slightly counterbalanced by the reintroduction of directional air dodging). In addition, the changes to [[jostle|jostling]] mechanics make Jigglypuff unable to pass through other fighters while running, making Rest much harder to land via running into opponents.


Overall, Jigglypuff's buffs heavily outweigh its nerfs, and in result, it is significantly more effective than in ''Brawl'' and ''SSB4'', becoming once again a proper "glass cannon". Jigglypuff has also received some notable buffs in game updates; while they have so far not fully alleviated its weaknesses, they have given it many more options that it lacked on release. However, Jigglypuff still notably falls behind when compared to its appearance in ''Melee'', as its positive traits, while notably improved, are still not nearly as strong as in said game, while its drawbacks still remain intact from previous appearances. Jigglypuff's perception within the community has overall improved compared to ''SSB4'': while Jigglypuff's tournament representation in ''Ultimate'' still remains poor, it is commonly agreed to no longer be one of the worst characters in the game, and it has achieved some success thanks to players such as {{Sm|Arika}}, {{Sm|BassMage}}, and {{Sm|Hungrybox}}. This has led to many professional players to consider Jigglypuff to be a mid-tier character, although whether or not it has room to rise remains to be seen. In the end, Jigglypuff's competitive viability remains a high topic of debate.
Ultimately, Jigglypuff's buffs heavily outweigh its nerfs, and it's a significantly more effective character than in ''Brawl'' and ''SSB4'', becoming once again a proper "aerial-based glass cannon". Jigglypuff has also received some very notable buffs in game updates, further improving its viability in competitive play. However, of note is that many of Jigglypuff's primary flaws that have plagued it in previous games are still present in ''Ultimate'', such as a ludicrously low endurance (and being instantly KO'd if its shield is broken), and highly polarized neutral game as a result of its poor ground mobility and limited ground and grab games, its short range, and lack of projectile. ''Ultimate'' also includes many more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against. This is compounded by various other veterans being buffed as well, and game updates introducing DLC characters, some of which Jigglypuff struggles against. Nevertheless, though Jigglypuff still falls behind compared to its appearance in ''Melee'', its perception in competitive play is much better compared to ''Brawl'' and ''SSB4''.


{{SSB4 to SSBU changelist|char=Jigglypuff}}
{{SSB4 to SSBU changelist|char=Jigglypuff}}


==Update history==
==Update history==
<!--
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->
Jigglypuff has been buffed significantly by game updates. Update 2.0.0 granted minor lag reductions to its forward tilt and back aerial, more knockback to down tilt, more damage to up smash's sourpot, and a more favorable launching angle to forward throw. Jigglypuff received more substantial buffs from update 6.0.0. Its air dodges had their ending lag noticeably decreased, which makes them safer and improves Jigglypuff's recovery and defense. Forward throw's launching angle was lowered once again, which further improved it as a setup for edge guards. The most notable buffs, however, were down aerial's decreased vulnerability and [[Pound]]'s increased hitstun, both of which improve Jigglypuff's combo game and even allow for new KO confirm setups into [[Rest]].
Jigglypuff has been buffed significantly by game updates. Update 2.0.0 granted minor lag reductions to its forward tilt and back aerial, more knockback to down tilt, more damage to up smash's sourpot, and a more favorable launching angle to forward throw. Jigglypuff received more substantial buffs from update 6.0.0. Its air dodges had their ending lag noticeably decreased, which makes them safer and improves Jigglypuff's recovery and defense. Forward throw's launching angle was lowered once again, which further improved it as a setup for edge guards. The most notable buffs, however, were down aerial's decreased vulnerability and [[Pound]]'s increased hitstun, both of which improve Jigglypuff's combo game and even allow for new KO confirm setups into [[Rest]].


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Some top players agree that the buffs have strengthened Jigglypuff's punish game, with players such as {{Sm|Hungrybox}} expressing more interest in the character and playing the game more competitively due to these buffs.  
Some top players agree that the buffs have strengthened Jigglypuff's punish game, with players such as {{Sm|Hungrybox}} expressing more interest in the character and playing the game more competitively due to these buffs.  


Overall, Jigglypuff stands noticeably better than it was at release.
Overall, Jigglypuff stands far better than it was at release, going from a bottom 10 character to a solid mid-tier character.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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==Moveset==
==Moveset==
*Jigglypuff can perform [[Double jump#Multiple double jumps|5 double jumps]].
*Jigglypuff can perform [[Double jump#Multiple double jumps|5 double jumps]], tied with {{SSBU|Kirby}} and {{SSBU|Meta Knight}} for most double jumps in the game.
*If Jigglypuff's shield breaks, it immediately ascends to the top blast zone and gets knocked out if there's no ceiling to stop it.
*If Jigglypuff's shield breaks, it immediately ascends to the top blast zone and gets knocked out if there's no ceiling to stop it.
''For a gallery of Jigglypuff's hitboxes, see [[Jigglypuff (SSBU)/Hitboxes|here]].''
''For a gallery of Jigglypuff's hitboxes, see [[Jigglypuff (SSBU)/Hitboxes|here]].''
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|game=SSBU
|game=SSBU
|neutralcount=2
|neutralcount=2
|neutralname=&nbsp;
|neutralname=Jab ({{ja|たたき|Tataki}}) / Continuous Jab ({{ja|つづけてたたき|Tsuzukete Tataki}})
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutraldesc=Jigglypuff performs two alternating punches. Both hits can [[lock]], but the second hit will fail at percentages greater than 3%.
|neutraldesc=Jigglypuff performs two alternating punches. After patch 13.0.0, jab 2 can combo into grab, dash attack, or even back air to KO depending on percentages and stage positioning.  
|ftiltname= 
|ftiltname=Rolling Kick ({{ja|まわしげり|Mawashigeri}}, ''Roundhouse Kick'')
|ftiltdmg=10%
|ftiltdmg=10%
|ftiltdesc=A roundhouse kick. It can be angled, and can lock at low percents.
|ftiltdesc=A roundhouse kick. It can be angled, and can lock at low percents.
|utiltname= 
|utiltname=Back Kick ({{ja|うしろあしげり|Ushiro Ashigeri}})
|utiltdmg=9% (clean), 8% (late)
|utiltdmg=9% (clean), 8% (late)
|utiltdesc=A scorpion kick. Unless the opponent has a tall hurtbox, this move will fail to hit anyone in front of Jigglypuff. Can combo into itself or an aerial at low percents, and KO after 130%.
|utiltdesc=A scorpion kick. Unless the opponent has a tall hurtbox, this move will fail to hit anyone in front of Jigglypuff. Can combo into itself or an aerial at low percents, and KO after 130%.
|dtiltname= 
|dtiltname=Leg Sweep ({{ja|あしばらい|Ashibarai}})
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=A low to the ground shin kick. Launches opponents at a [[semi-spike]] angle, making it a good tool for spacing.
|dtiltdesc=A low to the ground shin kick. Launches opponents at a [[semi-spike]] angle.
|dashname=Jiggly Ram
|dashname=Jiggly Ram ({{ja|ダイビング|Daibingu}}, ''Diving'')
|dashdmg=12% (clean), 8% (late)
|dashdmg=12% (clean), 8% (late)
|dashdesc=Leaps forwards while doing a headbutt. The clean hit can KO around 100% at ledge.
|dashdesc=Leaps forwards while doing a headbutt. The clean hit can KO around 100% at ledge.
|fsmashname= 
|fsmashname=Lunge Kick ({{ja|とびこみげり|Tobikomi Geri}})
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (clean), {{ChargedSmashDmgSSBU|14}} (late)
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (clean), {{ChargedSmashDmgSSBU|14}} (late)
|fsmashdesc=Lunges forwards while kicking. Can lock at low percentages.
|fsmashdesc=Lunges forwards while kicking. Can lock at low percentages.
|usmashname= 
|usmashname=Headbutt ({{ja|ずつき|Zutsuki}})
|usmashdmg={{ChargedSmashDmgSSBU|15}}
|usmashdmg={{ChargedSmashDmgSSBU|15}}
|usmashdesc=An upwards headbutt.
|usmashdesc=An upwards headbutt.
|dsmashname=Jiggly Split
|dsmashname=Jiggly Split ({{ja|りょうあしげり|Ryō Ashigeri}}, ''Double-Footed Kick'')
|dsmashdmg={{ChargedSmashDmgSSBU|11}}
|dsmashdmg={{ChargedSmashDmgSSBU|11}}
|dsmashdesc=A spinning split kick. Grants [[intangibility]] on Jigglypuff's feet (frames 10-12). Opponents with high damage are launched at a higher angle.
|dsmashdesc=A spinning split kick. Grants [[intangibility]] on Jigglypuff's feet (frames 10-12). Opponents with high damage are launched at a higher angle. Launches opponents at a [[semi-spike]] angle.  
|nairname= 
|nairname=Jigglypuff Kick ({{ja|プリンキック|Purin Kikku}})
|nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|6}} (late)
|nairdesc=A flying kick. It is a [[sex kick]] with a long-lasting late hitbox. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted. Commonly used to block opponents from reaching the edge.
|nairdesc=A flying kick. It is a [[sex kick]] with a long-lasting late hitbox. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted. Commonly used to block opponents from reaching the edge and KO's off the side sooner than forward air.
|fairname= 
|fairname=Front Kick ({{ja|まえげり|Maegeri}})
|fairdmg={{ShortHopDmgSSBU|9}} (clean), {{ShortHopDmgSSBU|6}} (late)
|fairdmg={{ShortHopDmgSSBU|9}} (clean), {{ShortHopDmgSSBU|6}} (late)
|fairdesc=A {{s|wikipedia|dropkick}}. Somewhat weak knockback, but good for spacing. Has a lingering hitbox (though it does not as last as long as neutral aerial's hitbox), while its late hitbox can combo into Rest. Autocancels, but only if quickly inputted after a short hop.
|fairdesc=A {{s|wikipedia|dropkick}}. Somewhat weak knockback, but good for spacing. Has a lingering hitbox (though it does not last as long as neutral aerial's hitbox), while its late hitbox can combo into Rest. Autocancels, but only if quickly inputted after a short hop.
|bairname= 
|bairname=Spinning Back Kick ({{ja|うしろげり|Ushiro Geri}})
|bairdmg={{ShortHopDmgSSBU|13}}
|bairdmg={{ShortHopDmgSSBU|13}}
|bairdesc=A spinning back kick. This causes Jigglypuff to turn around, similar to {{SSBU|Marth}}'s back aerial. This move is Jigglypuff's slowest aerial, and it lacks a lingering hitbox unlike its other aerials, but has strong knockback, especially on the sweetspot, and good range while still being reasonably quick, making it a potent finisher.
|bairdesc=A spinning back kick. This causes Jigglypuff to turn around, similar to {{SSBU|Marth}}'s back aerial. This move is Jigglypuff's slowest aerial, and it lacks a lingering hitbox unlike its other aerials, but has strong knockback, especially on the sweetspot, accompanied by high safety on shield and good range while still being reasonably quick, making it a potent finisher.
|uairname= 
|uairname=Clean Sweep ({{ja|なぎはらい|Nagiharai}})
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdmg={{ShortHopDmgSSBU|9}}
|uairdesc=Waves its arm in an overhead arcing motion. Good for juggling, and can be used to initiate combos if it hits an opponent just before Jigglypuff lands. Used in this fashion it can confirm into Sing on platforms if the opponent does not tech properly. Up aerial alone can lead straight to Rest in some situations as well.
|uairdesc=Waves its arm in an overhead arcing motion. Good for juggling, and can be used to initiate combos if it hits an opponent just before Jigglypuff lands. Used in this fashion it can confirm into Sing on platforms if the opponent does not tech properly. Up aerial alone can lead straight to Rest in some situations as well.
|dairname= 
|dairname=Spinning Kick ({{ja|かいてんげり|Kaiten Geri}})
|dairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-8), {{ShortHopDmgSSBU|2}} (hit 9)
|dairdmg={{ShortHopDmgSSBU|1.5}} (hits 1-8), {{ShortHopDmgSSBU|2}} (hit 9)
|dairdesc=A diagonal corkscrew dropkick. Good out of shield option. One of Jigglypuff's best moves as the move can combo into itself [https://youtu.be/RGKueN3aMPM multiple times], as well as most of Jigglypuff's kit. Landing down air can combo into up tilt, grab and rest, but the latter is too inconsistent and matchup dependant for the risk of whiffing rest.
|dairdesc=A diagonal corkscrew dropkick. Good out of shield option. One of Jigglypuff's best moves as the move can combo into itself [https://youtu.be/RGKueN3aMPM multiple times], as well as most of Jigglypuff's kit. Landing down air can combo into up tilt, grab and rest, but the latter is too inconsistent and matchup dependant for the risk of whiffing rest.
|grabname= 
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Has very short range, but is very fast, tied as the fastest grab in the game at frame 6, with only Pichu's grab having less ending lag.
|grabdesc=Reaches out. Has very short range, but is very fast, tied as the fastest grab in the game at frame 6, with only Pichu's grab having less ending lag.
|pummelname= 
|pummelname=Grab Kick ({{ja|つかみキック|Tsukami Kikku}})
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=Kicks the opponent.
|pummeldesc=Kicks the opponent.
|fthrowname=
|fthrowname=Bumper ({{ja|バンパー|Banpā}})
|fthrowdmg=5% (hit 1), 5% (throw)
|fthrowdmg=5% (hit 1), 5% (throw)
|fthrowdesc=Puffs up once to launch the opponent forward. Despite its moderate knockback, its KO potential is abysmal KOing at 339%. Instead, it is much more effective for setting up edgeguards and tech chases due to its low endlag and horizontal launch angle.
|fthrowdesc=Puffs up once to launch the opponent forward. Despite its moderate knockback, its KO potential is abysmal KOing at 339%. Instead, it is much more effective for setting up edgeguards and tech chases due to its low endlag and horizontal launch angle.
|bthrowname=
|bthrowname=Brain Buster ({{ja|ブレーンバスター|Burēn Basutā}})
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=A [[wikipedia:Suplex#German suplex|German suplex]]. Like its forward throw, this move is useful for setting up edgeguards and it only KOs at 316%.
|bthrowdesc=A [[wikipedia:Suplex#German suplex|German suplex]]. Like its forward throw, this move is useful for setting up edgeguards and it only KOs at 316%.
|uthrowname=
|uthrowname=Tornado Throw ({{ja|たつまきなげ|Tatsumaki nage}})
|uthrowdmg=8%
|uthrowdmg=8%
|uthrowdesc=Spins once to fling the opponent upward, leaving a trail of sparkles. Has high base knockback, but is offset by its low growth and only KOing at 267%. This means it neither combos nor KOs, with the exception of the Shulk matchup, This makes it Jigglypuff's least useful throw.
|uthrowdesc=Spins once to fling the opponent upward, leaving a trail of sparkles. Has high base knockback, but is offset by its low growth and only KOing at 267%.
|dthrowname=
|dthrowname=Grinder ({{ja|ぐりぐり|Guriguri}})
|dthrowdmg=6% (hit 1), 6% (throw)
|dthrowdmg=6% (hit 1), 6% (throw)
|dthrowdesc=Pins the opponent to the ground and then rolls back and forth on their back, which launches them upward and only KOing at 345%. Only combos on the biggest of characters at very low percents, though has relatively high damage for a throw, especially in a 1v1.
|dthrowdesc=Pins the opponent to the ground and then rolls back and forth on their back, which launches them upward and only KOing at 345%. Only combos on the biggest of characters at very low percents, though has relatively high damage for a throw, especially in a 1v1.
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|edgedesc= Performs a flipping kick while climbing up the stage.
|edgedesc= Performs a flipping kick while climbing up the stage.
|nsname=Rollout
|nsname=Rollout
|nsdmg=10% (minimally charged), 20% (fully charged)
|nsdmg=10% (minimally charged), 20% (fully charged), 33% (maximum via slopes)
|nsdesc=[[bulbapedia:Rollout (move)|Rolls forward to slam into the opponent]]. Its power, range, and speed can be increased by holding the special button. It cannot be held indefinitely, however, and will automatically release a little bit after it reaches max charge. When fully charged, it does quite a bit of shield damage. If not charged until Jigglypuff glows, it will harmlessly roll once. On the ground, Rollout's direction can be changed mid-roll, which deals no damage until the turn is complete; in the air, pressing left or right will alter Jigglypuff's roll speed. When Rollout is fully charged, Jigglypuff will voice its name and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else, apart from shifting its direction, until it lands or is hit. It can, however, control its direction during the rebound. This makes Rollout dangerous to use off-stage or at an edge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the lower blast line. It can grab edges during the rebound, but it's still unsafe, especially if Rollout is perfect shielded.
|nsdesc=[[bulbapedia:Rollout (move)|Rolls forward to slam into the opponent]]. Its power, range, and speed can be increased by holding the special button. It cannot be held indefinitely, however, and will automatically release a little bit after it reaches max charge. When fully charged, it does quite a bit of shield damage. If not charged until Jigglypuff glows, it will harmlessly roll once. On the ground, Rollout's direction can be changed mid-roll, which deals no damage until the turn is complete; in the air, pressing left or right will alter Jigglypuff's roll speed. When Rollout is fully charged, Jigglypuff will voice its name and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else, apart from shifting its direction, until it lands or is hit. It can, however, control its direction during the rebound. This makes Rollout dangerous to use off-stage or at an edge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the lower blast line. It can grab edges during the rebound, but it's still unsafe, especially if Rollout is perfect shielded.
|ssname=Pound
|ssname=Pound
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|fsdesc=Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before "popping" and quickly deflating back to its normal size. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape. There are two hitboxes, with the second one dealing more damage and knockback than the first.
|fsdesc=Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before "popping" and quickly deflating back to its normal size. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape. There are two hitboxes, with the second one dealing more damage and knockback than the first.
}}
}}
===Stats===
Jigglypuff's gravity and falling speed are set to 0.064848 and 1.8, respectively, during [[hitstun]] when launched at [[angle]]s between 70°-110°.
{{Attributes
| cast=89
| weight=68 | rweight=88
| dash=1.65 | rdash=84-85
| run=1.271 | rrun=87
| walk=0.735 | rwalk=87
| trac=0.087 | rtrac=75-76
| airfric=0.0375 | rairfric=3
| air=1.332 | rair=2
| baseaccel=0.05 | rbaseaccel=2
| addaccel=0.08 | raddaccel=16-24
| gravity=0.053 | rgravity=89
| fall=0.98 | rfall=89
| ff=1.568 | rff=89
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=19.79 | rjumpheight=87
| shorthop=11.26 | rshorthop=87
| djump= 24.865587, 23.061625, 19.657474, 16.77568, 14.122191 | rdjump=89
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Jigglypuff English Announcer SSB4-SSBU.wav|English
Jigglypuff Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': Spins around on one foot, then faces at the screen inflated, saying "Jigglypuff!" ({{ja|プリプリーン!|Puri Purīn!}})
*'''Up taunt''': Spins around on one foot, then faces at the screen inflated, saying "Jigglypuff!" ({{ja|プリプリーン!|Puri Purīn!}})
*'''Side taunt''': Twirls around many times, then poses (similar to Kirby's side taunt, except it twirls faster). Performed significantly faster than in previous games.
*'''Side taunt''': Twirls around many times, then poses (similar to {{SSBU|Kirby}}'s side taunt, except it twirls faster). Performed significantly faster than in previous games.
*'''Down taunt''': Breathes all the air out of itself and falls to the ground, flattened. It inflates itself upon contact. Similar to its fainting animation in home-console ''Pokémon'' spin-offs, such as ''Pokémon Stadium'' and ''Battle Revolution''.
*'''Down taunt''': Breathes all the air out of itself and falls to the ground, flattened. It inflates itself upon contact, similar to its fainting animation in home-console ''Pokémon'' spin-offs, such as ''{{iw|bulbapedia|Pokémon Stadium}}'' and ''{{iw|bulbapedia|Pokémon Battle Revolution}}''.
<gallery>
<gallery>
SSBUJigglypuffTaunt1.gif|Jigglypuff's up taunt.
SSBUJigglypuffTaunt1.gif|Jigglypuff's up taunt.
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SSBUJigglypuffTaunt3.gif|Jigglypuff's down taunt.
SSBUJigglypuffTaunt3.gif|Jigglypuff's down taunt.
</gallery>
</gallery>
===[[Idle pose]]===
===[[Idle pose]]===
*Looks at its side while jumping.
*Looks at its side while jumping.
<gallery>
<gallery>
SSBUJigglypuffIdle1.gif|Jigglypuff's idle pose
SSBUJigglypuffIdle1.gif|Jigglypuff's idle pose.
</gallery>
</gallery>


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</gallery>
</gallery>


==In competitive play==
==In [[competitive play]]==
During the early metagame, opinions on Jigglypuff's viability have been rather low, with most top players, including {{Sm|Marss}}, {{Sm|Dabuz}}, and {{Sm|Zackray}}, considering the character to be low-tier at best. This is because, although Jigglypuff was moderately improved in its transition from ''SSB4'', it still held exploitable weaknesses carried over from the previous game, with some players arguing that its matchup spread, neutral game, and KO options remain poor. Despite receiving buffs in patch 6.0.0, the efforts of players such as {{Sm|Arika}} and {{Sm|BassMage}}, and positive opinions from players such as {{Sm|MkLeo}}, {{Sm|ESAM}}, and {{Sm|Maister}}, Jigglypuff saw low representation and a slow-developing metagame both offline and online compared to other low-tier characters.
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


Following the return of offline events, however, there has been a Jigglypuff renaissance thanks to the continued efforts of Arika and BassMage. BassMage especially began traveling more often and has not only placed highly at a couple major tournaments, but has defeated, and went neck-to-neck, with several top players as well. The improved results, along with additional buffs, helped the character's perception shift in a positive direction. At the moment, its tier placement continues to be highly debatable as it is unknown how long the strong results will continue, or how much its buffs would truly affect its standing. Nevertheless, most people agree that Jigglypuff is far superior to its iteration in ''SSB4'' where it was considered the worst character in the game for most of the game's lifespan.
''See also: [[:Category:Jigglypuff players (SSBU)]]''


===Most historically significant players===
*{{Sm|Arika|Japan}} - One of the first notable Jigglypuff players in competitive ''Ultimate'' and was the best Jigglypuff player in the early metagame, most notably placing 25th at {{Trn|Umebura SP 4}} defeating {{Sm|T}}. Although his results have since been overshadowed, he has still occasionally put up noteworthy performances, including placing 9th at {{Trn|Shinosuma HEROES 2}} defeating {{Sm|Nietono}}.
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
*{{Sm|BassMage|USA}} - The best Jigglypuff player of all-time who has been competing since the early metagame but became well-known in the post-online metagame. His strong performances at majors, which includes placing top 8 at multiple majors including 7th at {{Trn|Ultimate WANTED 4}} and {{Trn|Battle of BC 6}}, and top-level wins, such as {{Sm|Glutonny}} at {{Trn|Smash World Tour 2021 Championships}} and {{Sm|Riddles}} at {{Trn|Rise 'N Grind 2023}}, helped reverse opinions on Jigglypuff's viability towards a more positive direction. He remains the only Jigglypuff player ever ranked top 50 globally, having peaked at 31st on the [[OrionRank Ultimate: Eclipse]].
*{{Sm|Senra|Japan}} - The second-best Jigglypuff player of all-time first known for placing 9th at {{Trn|KOWLOON 2}} defeating {{Sm|Nietono}}. He has since became the best Jigglypuff player in Japan, including placing 9th at {{Trn|Maesuma TOP 14}} defeating {{Sm|Asimo}} and 13th at {{Trn|Kagaribi 9}}; in addition, his 5th-place finish at {{Trn|UltCore}} defeating {{Sm|Kaninabe}} marks the best Jigglypuff placement at a major. He is the second Jigglypuff player ranked globally, ranking 91st on the [[LumiRank 2023]].


''See also: [[:Category:Jigglypuff professionals (SSBU)]]''
===Tier placement and history===
During the early metagame, opinions on Jigglypuff's viability were rather low, with most top players, including {{Sm|Marss}}, {{Sm|Dabuz}}, and {{Sm|Zackray}}, considering the character to be low-tier at best, because, although Jigglypuff moderately improved in its transition from ''SSB4'', it still held exploitable weaknesses carried over from the previous game, with some players arguing that its matchup spread, neutral game, and KO options remained poor. Despite receiving buffs in patch 6.0.0, the efforts of players such as {{Sm|Arika}} and {{Sm|BassMage}}, and positive opinions from players such as {{Sm|MkLeo}}, {{Sm|ESAM}}, and {{Sm|Maister}}, Jigglypuff saw low representation and a slow-developing metagame both offline and online compared to other low-tier characters.


*{{Sm|Arika|Japan}} - One of the best Jigglypuff players in the world. Placed 9th at both {{Trn|Karisuma SP 5}} and {{Trn|TSC 13}}, 17th at both {{Trn|Karisuma SP 3}} and {{Trn|Kagaribi}}, and 25th at {{Trn|Umebura SP 4}} with wins over players such as {{Sm|T}}, {{Sm|Kirihara}} and {{Sm|HIKARU}}.
Following the return of offline events, however, a Jigglypuff renaissance took place to improving results from several Jigglypuff players such as Arika, BassMage, and {{Sm|Senra}}. BassMage began traveling more often, and has not only seen several high placements at major tournaments, but has defeated and went neck-to-neck with several top players as well. The improved results, along with additional buffs, helped the character's perception shift in a positive direction. Due to its steadily improving results, numerous buffs, and widespread representation, Jigglypuff is generally considered a mid-tier character which is reflected by its 60th ranking on the current tier list. Nevertheless, most people agree that Jigglypuff is far superior to its iteration in ''SSB4'', where it was considered the worst character in the game for most of the game's lifespan.
*{{Sm|BassMage|USA}} - The best Jigglypuff player in the world. Placed 5th at both {{Trn|Ascension IX}} and {{Trn|SWT: NA West Ultimate Regional Finals}}, 7th at {{Trn|Ascension VIII}}, 9th at {{Trn|Port Priority 6}}, and 13th at {{Trn|Low Tide City 2021}} with wins over players such as {{Sm|Glutonny}}, {{Sm|Kola}}, and {{Sm|Chag}}. Currently ranked 1.5th on the [[Arizona Power Rankings]]. Online, placed 5th at {{Trn|SWT: NA Southwest Ultimate Online Qualifier}} and 7th at {{Trn|Frame Perfect Series 5: ONLINE}}.
*{{Sm|Cannon Red|USA}} - Placed 7th at {{Trn|Ultimatum 2}}, 13th at {{Trn|Super Smash Fight Club 2|Ultimate}}, and 17th at {{Trn|River Rumble}} with wins over players such as {{Sm|Lima}} and {{Sm|JaySon}}.


=={{SSBU|Classic Mode}}: All Original, All 64==
=={{SSBU|Classic Mode}}: All Original, All 64==
[[File:SSBU Congratulations Jigglypuff.png|thumb|Jigglypuff's congratulations screen.]]
[[File:SSBU Congratulations Jigglypuff.png|thumb|Jigglypuff's congratulations screen.]]
Jigglypuff fights the cast of the original ''[[Super Smash Bros.]]''. The order of the battles starts off with Link just like the [[1P Game]] from the original ''Super Smash Bros.'' Therefore Jigglypuff's Classic Mode is a reference to the 1P Game from ''Smash 64'' (as it fights the characters in the [[Original 12]] from the original game).
True to its route's title, Jigglypuff's opponents are the "[[List of Super Smash Bros. series characters#"Perfect-attendance crew"|perfect-attendance crew]]", including itself. Each Round also involves both a stage and a music track that debuted in the original ''[[Super Smash Bros.]]'' The order of the Rounds begins with {{SSBU|Link}} as the first opponent, just like in the [[1P Game]] of ''SSB''. Characters whose home stage did not return in ''Ultimate'' are teamed up with another character who has their stage return. Although [[Master Hand]] is the final boss in ''SSB'', Jigglypuff instead fights [[Giant Donkey Kong]] in the Final Round, most likely referencing his status as a unique mini-boss in ''SSB''{{'}}s 1P Game.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Link|SSBU|hsize=20px|color=Green}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (64)}}''||The enemy Link has his green costume equipped, referencing his appearance in the original ''Super Smash Bros.'' and ''Melee'', which was based on his appearance in ''Ocarina of Time''. When playing multiplayer, {{Head|Link|g=SSBU|s=20px|cl=Teal}} Link in his teal costume appears as the second opponent, referencing his appearance from ''The Legend of Zelda: Twilight Princess'', which was used as his appearance for ''Brawl'' and ''SSB4''.
|1||{{CharHead|Link|SSBU|hsize=20px|color=Green}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (64)}}''||Link uses his Hero of the Wild alternate costume, referencing the {{iw|zeldawiki|Hero of Time}}'s playable appearances in the original ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''. When playing multiplayer, the second enemy {{Head|Link|g=SSBU|s=20px|cl=Teal}} Link uses his [[zeldawiki:Link#Twilight Princess|Hero of Twilight]]-inspired alternate costume, referencing the Hero of Twilight's playable appearances in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]''.
|-
|-
|2||{{CharHead|Mario|SSBU|hsize=20px}}||[[Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. (64)}}''||
|2||{{CharHead|Mario|SSBU|hsize=20px}}||[[Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. (64)}}''||
|-
|-
|3||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Yoshi|SSBU|hsize=20px}}||[[Super Happy Tree]]||''{{SSBUMusicLink|Yoshi|Yoshi's Story (64)}}''||
|3||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Yoshi|SSBU|hsize=20px}}||[[Super Happy Tree]]||''{{SSBUMusicLink|Yoshi|Yoshi's Story (64)}}''||As [[Planet Zebes]] did not return in ''Ultimate'', Samus is teamed up with Yoshi.
|-
|-
|4||{{CharHead|Kirby|SSBU|hsize=20px}} and {{CharHead|Fox|SSBU|hsize=20px}}||{{SSB|Dream Land}}||''{{SSBUMusicLink|Kirby|Gourmet Race (64)}}''||
|4||{{CharHead|Kirby|SSBU|hsize=20px}} and {{CharHead|Fox|SSBU|hsize=20px}}||{{SSB|Dream Land}}||''{{SSBUMusicLink|Kirby|Gourmet Race (64)}}''||As [[Sector Z]] did not return in ''Ultimate'', Fox is teamed up with Kirby.
|-
|-
|5||{{CharHead|Pikachu|SSBU|hsize=20px}}||[[Saffron City]]||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (64)}}''||
|5||{{CharHead|Pikachu|SSBU|hsize=20px}}||[[Saffron City]]||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (64)}}''||
|-
|-
|6||{{CharHead|Luigi|SSBU|hsize=20px}}, {{CharHead|Ness|SSBU|hsize=20px}}, {{CharHead|Captain Falcon|SSBU|hsize=20px}}, and {{Head|Jigglypuff|g=SSBU|s=20px|cl=Pink}} Jigglypuff||{{SSBU|Battlefield}}||''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros.}}''||The enemy Jigglypuff has its pink costume equipped, referencing how all of its alternate costumes in ''Super Smash Bros. '' are different colored bows. If the player selects the pink costume, the CPU Jigglypuff uses the {{Head|Jigglypuff|g=SSBU|s=20px}} default Jigglypuff. These four opponents represent characters the player needs to unlock in ''Super Smash Bros.''
|6||{{CharHead|Luigi|SSBU|hsize=20px}}, {{CharHead|Ness|SSBU|hsize=20px}}, {{CharHead|Captain Falcon|SSBU|hsize=20px}}, and {{CharHead|Jigglypuff|SSBU|hsize=20px|color=Pink}}||{{SSBU|Battlefield}}||''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros.}}''||The four opponents are the [[unlockable character]]s in ''SSB'', and have been referred to as "[[Event 29: All-Star Semifinal Regulars|secret perfect attendees]]" in ''Brawl''. The enemy Jigglypuff uses its pink alternate costume, referencing how all of its alternate costumes in ''SSB'' are bows of different colors. If the player selects the pink costume, the enemy Jigglypuff will have the {{Head|Jigglypuff|g=SSBU|s=20px}} default costume.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[Bonus Stage]]
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|Final||Giant {{CharHead|Donkey Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}} ([[Ω form]])||''{{SSBUMusicLink|Donkey Kong|Jungle Level (64)}}''||
|Final||Giant {{CharHead|Donkey Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}} ([[Ω form]])||''{{SSBUMusicLink|Donkey Kong|Jungle Level (64)}}''||
|}
|}
Note: Every stage (except for Battlefield, which was instead referred to as [[Duel Zone]]) and the tracks they play are all from ''Super Smash Bros.''. Due to [[Planet Zebes]] and [[Sector Z]] being the only N64 stages that didn't return, Samus and Fox are paired with Yoshi and Kirby, respectively. [[Giant Donkey Kong]] is Jigglypuff's final boss instead of Master Hand (despite the fact that Master Hand was the final boss in the original ''Super Smash Bros.''), most likely referencing his status as a unique mini-boss in the original 1P Game.


[[Credits]] roll after completing Classic Mode. Completing it as Jigglypuff has ''{{SSBUMusicLink|Pokémon|Pokémon Center - Pokémon Red / Pokémon Blue}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Jigglypuff has ''{{SSBUMusicLink|Pokémon|Pokémon Center - Pokémon Red / Pokémon Blue}}'' accompany the credits.
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==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-12Jigglypuff.jpg|thumb|Finding Jigglypuff in World of Light|left]] Jigglypuff is absent from the the World of Light opening cutscene, though it was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
[[File:WoL-12Jigglypuff.jpg|thumb|Finding Jigglypuff in World of Light|left]] Jigglypuff is absent from the World of Light opening cutscene, though it was vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.


Jigglypuff can be found in a green area at the east of a metropolis early by taking {{SSBU|Sheik}}'s route, and to reach it, the player must either cross a bridge or circle through a lake.
Jigglypuff can be found in a green area at the east of a metropolis early by taking {{SSBU|Sheik}}'s route, and to reach it, the player must either cross a bridge or circle through a lake.
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|''{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}''
|''{{SSBUMusicLink|Pokémon|Road to Viridian City - Pokémon Red / Pokémon Blue}}''
|}
|}
{{clear}}
{{clr}}


==[[Spirit]]==
==[[Spirit]]==
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SSBU Jigglypuff Number.png|Jigglypuff's fighter card.
SSBU Jigglypuff Number.png|Jigglypuff's fighter card.
Jigglypuff unlock notice SSBU.jpg|Jigglypuff's unlock notice.
Jigglypuff unlock notice SSBU.jpg|Jigglypuff's unlock notice.
SSBUWebsiteJigglypuff1.jpg|[[Taunting]] on [[Green Greens]].
SSBUWebsiteJigglypuff1.jpg|[[Taunting]] on [[Green Greens]] holding an apple.
SSBUWebsiteJigglypuff2.jpg|Jigglypuff using [[Pound]] on {{SSBU|Toon Link}} on [[3D Land]].
SSBUWebsiteJigglypuff2.jpg|Jigglypuff using [[Pound]] on {{SSBU|Toon Link}} on [[3D Land]].
SSBUWebsiteJigglypuff3.jpg|Putting {{SSBU|Ganondorf}} to sleep with [[Sing]] on [[Town and City]].
SSBUWebsiteJigglypuff3.jpg|Putting {{SSBU|Ganondorf}} to sleep with [[Sing]] on [[Town and City]].
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SSBUWebsiteJigglypuff5.jpg|Performing its Final Smash [[Puff Up]] on [[Temple]].
SSBUWebsiteJigglypuff5.jpg|Performing its Final Smash [[Puff Up]] on [[Temple]].
SSBUWebsiteJigglypuff6.jpg|Jigglypuff riding a [[Warp Star]] on Green Greens.
SSBUWebsiteJigglypuff6.jpg|Jigglypuff riding a [[Warp Star]] on Green Greens.
SSBUWebsiteFox2.jpg|{{SSBU|Fox}} [[taunting]] Jigglypuff on 3D Land.
SSBUWebsiteFox2.jpg|{{SSBU|Fox}} [[taunting]] a shrunken Jigglypuff on 3D Land.
SSBUWebsiteKirby2.jpg|Using [[Rollout]] alongside {{SSBU|Kirby}} who uses his Jigglypuff [[Copy Ability]] on [[Onett]].
SSBUWebsiteKirby2.jpg|Using [[Rollout]] alongside {{SSBU|Kirby}} who uses his Jigglypuff [[Copy Ability]] on [[Onett]].
SSBUWebsiteTogedemaru3.jpg|Jigglypuff using Rollout beside [[Togedemaru]] on [[Wii Fit Studio]].
SSBUWebsiteTogedemaru3.jpg|Jigglypuff using Rollout beside [[Togedemaru]] on [[Wii Fit Studio]].
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**Additionally, its voice clip when falling [[asleep]] is not present in any language setting.
**Additionally, its voice clip when falling [[asleep]] is not present in any language setting.
*Jigglypuff's route is one of only five whose route does not feature a designated boss at all (i.e. all opponents are otherwise playable), with the other four with the same attribute being {{SSBU|Bayonetta}}, {{SSBU|Terry}}, {{SSBU|Steve}} and {{SSBU|Kazuya}}.
*Jigglypuff's route is one of only five whose route does not feature a designated boss at all (i.e. all opponents are otherwise playable), with the other four with the same attribute being {{SSBU|Bayonetta}}, {{SSBU|Terry}}, {{SSBU|Steve}} and {{SSBU|Kazuya}}.
**Jigglypuff is the only first-party fighter with this attribute.
**Jigglypuff is the only first-party fighter with this attribute, as well as the only fighter with this attribute that debuted in the first game.
*Jigglypuff, {{SSBU|Ike}}, {{SSBU|Ganondorf}}, {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Link}}, {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|King Dedede}} are the only characters in ''Ultimate'' who have kept the same falling speed for three games in a row.
*Jigglypuff, {{SSBU|Ike}}, {{SSBU|Ganondorf}}, {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Link}}, {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|King Dedede}} are the only characters in ''Ultimate'' who have kept the same falling speed for three games in a row.
*Despite Jigglypuff fighting all 12 characters from the original ''Super Smash Bros'', [[Master Hand]] does not appear as its final boss.
*Despite Jigglypuff fighting all 12 characters from the original ''Super Smash Bros.'', [[Master Hand]] does not appear as its final boss.
**Because of this, Jigglypuff is the only ''Pokémon'' fighter not to face Master Hand.
**Because of this, Jigglypuff is the only ''Pokémon'' fighter not to face Master Hand.
*Excluding the Japanese version, Jigglypuff is the only vocal fighter who lacks any knockback voice clips.
*Excluding the Japanese version, Jigglypuff is the only vocal fighter who lacks any knockback voice clips.
*Jigglypuff's back aerial causes it to turn around after use. This makes it the only non-''Fire Emblem'' fighter in the game with a back aerial of this type.
*Jigglypuff's back aerial causes it to turn around after use. This makes it the only non-''Fire Emblem'' fighter in the game with a back aerial of this type.
*Jigglypuff is the only character in the game whose [[item throw]]s have reduced base damage, with a 0.95× multiplier applied to them. This was also the case in ''Smash 4''.
*Jigglypuff is the only character in the game whose [[item throw]]s have reduced throw damage, with a 0.95× multiplier applied to them. This was also the case in ''Smash 4''.
**Notably, this causes most items thrown by it to deal less damage than when thrown by {{SSBU|Pichu}}, despite Jigglypuff being heavier and thus having a greater item toss strength.
**Notably, this causes most items thrown by it to deal less damage than when thrown by {{SSBU|Pichu}}, despite Jigglypuff being heavier and thus having a greater item toss strength.<ref>[https://youtu.be/mxvNB1y_YLE Jigglypuff Deals LESS Damage with Explosives? -- Random Smash Ultimate Facts]</ref>
*Jigglypuff is the only ''Smash 64'' character to not use any part of its character select animation in ''Smash 64'' in its victory animations.
*Jigglypuff is the only ''Smash 64'' character to not use any part of its character select animation in ''Smash 64'' in its victory animations.
==References==
{{reflist}}




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