Editing Jigglypuff (SSB)

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Jigglypuff's ground attacks are generally slow and weak, other than its smashes. Neutral attack, forward tilt, and down tilt have little use in general. Up tilt is also weak but can be used for [[combo]]s at low-mid percentages, and it can lead into an up smash or Rest as a finisher. Forward smash is a decent finisher at high percents, up smash is one of the strongest in the game, while down smash sends the opponent at a [[semi-spike]] trajectory, making it useful for [[edgeguarding]]. Jigglypuff has some good aerials, with a good edgeguarding ability. Its down air can [[meteor smash]], but its weak which makes it better at setting follow ups.
Jigglypuff's ground attacks are generally slow and weak, other than its smashes. Neutral attack, forward tilt, and down tilt have little use in general. Up tilt is also weak but can be used for [[combo]]s at low-mid percentages, and it can lead into an up smash or Rest as a finisher. Forward smash is a decent finisher at high percents, up smash is one of the strongest in the game, while down smash sends the opponent at a [[semi-spike]] trajectory, making it useful for [[edgeguarding]]. Jigglypuff has some good aerials, with a good edgeguarding ability. Its down air can [[meteor smash]], but its weak which makes it better at setting follow ups.


Jigglypuff has a unique set of special moves, which can be considered "extreme". They all tend to have incredible strengths bundled with terrible weaknesses. Its neutral special move ([[Pound]]) has short range (like all of Jigglypuff's moves) and a decent amount of startup lag, but it also does high damage, solid knockback, a lot of [[shield damage]], and can easily [[Rising Pound|give Jigglypuff additional recovery]], especially horizontally. Its down special move ([[Rest]]) is known for having incredible strength if it connects, considerable ending lag, zero startup, poor range, and providing [[invincibility frame]]s until its eyes close. It is an excellent combo finisher, and can be comboed into from a variety of follow ups such as up tilt, down air and up air. Its forward throw can be comboed into Rest for a kill at mid percents against fast fallers like {{SSB|Captain Falcon}}, {{SSB|Fox}}, {{SSB|Link}} along with characters with high falling speed such as {{SSB|Yoshi}} and {{SSB|Donkey Kong}}, which is known as the [[Space animal slayer]]. Its up special move, [[Sing]], puts opponents to sleep, but unlike in future games, it keeps opponents asleep longer at low percentages. This allows it to start combos at low percents.
Jigglypuff has a unique set of special moves, which can be considered "extreme". They all tend to have incredible strengths bundled with terrible weaknesses. Its neutral special move ([[Pound]]) has short range (like all of Jigglypuff's moves) and a decent amount of startup lag, but it also does high damage, solid knockback, a lot of [[shield damage]], and can easily [[Rising Pound|give Jigglypuff additional recovery]], especially horizontally. Its down special move ([[Rest]]) is known for having incredible strength if it connects, considerable ending lag, zero startup, poor range, and providing [[invincibility frame]]s until its eyes close. It is an excellent combo finisher, and can be comboed into from a variety of follow ups such as up tilt, down air and up air. Its forward throw can be comboed into Rest for a kill at med percents against fast fallers like {{SSB|Captain Falcon}}, {{SSB|Fox}}, {{SSB|Link}} along with characters with high falling speed such as {{SSB|Yoshi}} and {{SSB|Donkey Kong}}, which is known as the [[Space animal slayer]]. Its up special move, [[Sing]], puts opponents to sleep, but unlike in future games, it keeps opponents asleep longer at low percentages. This allows it to start combos at low percents.


On the receiving end, Jigglypuff's floatiness, low weight, and small size make it difficult to land long combos on it. Furthermore, Jigglypuff's slow [[falling speed]], five midair jumps, good [[air speed]], and Rising Pounds allow it to [[recover]] from almost any distance horizontally. On the downside, its vertical recovery is very bad due to only three of its midair jumps giving actual height (its fourth midair jump gives next to no height, and its fifth merely slows its descent) and it lacking a rising up special move. This makes it very vulnerable to [[meteor smash]]es and semi-spike attacks like Fox's [[Shine spike]]. Also, Jigglypuff's slow falling speed makes it very easy to [[juggle]], and very vulnerable to characters with powerful vertical finishers, such as {{SSB|Fox}} with his up smash and up aerial. Light [[weight]] also has its downside, as Jigglypuff will often be knocked out at earlier then any other character. If Jigglypuff's shield breaks when there is no ceiling, it will be [[Star KO]]ed, so Jigglypuff players must be very careful when shielding multi-hit attacks and attacks that cause high [[shield damage]]. This is problematic in certain matchups, like Yoshi, who posses strong shield break combos.
On the receiving end, Jigglypuff's floatiness, low weight, and small size make it difficult to land long combos on it. Furthermore, Jigglypuff's slow [[falling speed]], five midair jumps, good [[air speed]], and Rising Pounds allow it to [[recover]] from almost any distance horizontally. On the downside, its vertical recovery is very bad due to only three of its midair jumps giving actual height (its fourth midair jump gives next to no height, and its fifth merely slows its descent) and it lacking a rising up special move. This makes it very vulnerable to [[meteor smash]]es and semi-spike attacks like Fox's [[Shine spike]]. Also, Jigglypuff's slow falling speed makes it very easy to [[juggle]], and very vulnerable to characters with powerful vertical finishers, such as {{SSB|Fox}} with his up smash and up aerial. Light [[weight]] also has its downside, as Jigglypuff will often be knocked out at earlier then any other character. If Jigglypuff's shield breaks when there is no ceiling, it will be [[Star KO]]ed, so Jigglypuff players must be very careful when shielding multi-hit attacks and attacks that cause high [[shield damage]]. This is problematic in certain matchups, like Yoshi, who posses strong shield break combos.

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