Jigglypuff (SSB4)
| Jigglypuff in Super Smash Bros. 4 | |
|---|---|
| Universe | Pokémon |
| Other playable appearances | in SSB in Melee in Brawl in Ultimate |
| Availability | Unlockable (3DS) Starter (Wii U) |
| Final Smash | Puff Up |
| Tier | G (54) |
Jigglypuff (プリン, Purin) is a playable character in Super Smash Bros. 4. After initially being seen several times during the Super Smash Bros. for Wii U 50-Fact Extravaganza on October 23, 2014,[1] it was formally added to the official website on November 5, 2014.
Jigglypuff's Japanese voice clips are the ones last used in Brawl, and were originally performed by Mika Kanai. Its English voice clips are from Smash 64, and were originally performed by Rachael Lillis. Its French and German voice clips are the same ones that debuted in Brawl, performed by Virginie Demians and Dina Küerten, respectively.
Jigglypuff is ranked dead last on the tier list - 54th out of 54 characters ranked - placing it at the end of the G tier. This is a slight drop over its already very low placement in Brawl, where it ranked 36th out of 38, and its worst placement in the series. Jigglypuff retains its strong air game due to its high aerial mobility thanks to its very fast air speed and multiple midair jumps, as well as a good juggling ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate its strong edgeguarding potential, and allows it to solidly perform its signature wall of pain technique, while it retains potent KO options between its newly buffed neutral aerial, back aerial, and Rest.
However, Jigglypuff is strongly held back by its poor ground game, due to its poor mobility on the ground and short range on most of its attacks, including its grab. Furthermore, Jigglypuff has significant difficulty in KOing opponents, as it has few reliable KO moves, and a majority of them feature considerable amounts of lag that cause them to be unsafe in most scenarios. In addition, Jigglypuff is prone to air release combos from several characters within 10 frames that can either combo or KO. Its endurance is unarguably the worst in the game, owing to its extremely low falling speed and weight. The introduction of rage also harms Jigglypuff a lot more that it benefits it, as it makes heavier opponents more potent against Jigglypuff, while Jigglypuff is often unable to survive long enough to use it. Finally, its defensive options are limited due to weaker shields making Jigglypuff much more susceptible to getting shield jumped, which immediately gets it KO'd.
Jigglypuff has been considered non-viable for tournament play throughout the game's lifespan, as exhibited with its meager tournament results, playerbase, and complete lack of buffs from updates. However, several players have made some impacts at tournaments, with players such as Arika and LeeT performing decently in nationals, and Captain L ranking with it as a secondary on the Panda Global Rankings v5.
How to unlock (3DS version only)[edit]
- Play 120 VS Matches.
- Collect 30 different pieces of equipment.
After completing one of the two methods, Jigglypuff must then be defeated on Unova Pokémon League.
Attributes[edit]
Jigglypuff is a character of extremes, as evident with its attributes: it has the second highest traction, the second fastest air speed, the highest air acceleration, the lowest falling speed, and the lowest gravity. These attributes make Jigglypuff a very mobile character in the air and give it easily controllable ground movement. However, it has the slowest walking speed and the second slowest dashing speed, the lightest weight and the lowest jump force, as well as a fairly slow jumpsquat. As such, these attributes make Jigglypuff unable to quickly traverse the stage on foot and susceptible to early KOs. To make up for its low jumping force, however, it has five midair jumps, which further enhance its aerial evasiveness. Its very low gravity also results in it taking slightly below average hitstun.
Jigglypuff's biggest strength lies in 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 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 one of the strongest sex kicks in the game, 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, KOing reliably at 135%, and having a remarkable range, given Jigglypuff's small size. It is also safe on shield due to its serious damage output and above average hitlag, though it is also its 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, dealing up to 14% damage, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves.
Jigglypuff's unmatched floatiness, exceptional air speed, multiple jumps, and strong air game give it a tremendous off-stage presence. Due to a lack of 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; characters such as Cloud and Ness are the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience.
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 a strong 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. The easiest way 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%.
Up tilt can also lead to Rest, which can be used to rack up at least 30%, but opponents can be launched too far away, past low percentages. Lastly, retreating with a 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 the slowest interruptibility in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, making it easy to punish, even if it KOs the opponent, and thus being a gamble to attempt in almost any circumstance.
However, Jigglypuff is held back by numerous weaknesses, which are severe enough to outweigh its strengths. The most detrimental is its frailty: Jigglypuff's stats result in it possessing the lowest endurance in the game, potentially being knocked out as early as 35% with a sufficiently strong attack. The introduction of rage is an additional burden, since opponents can send it flying even earlier, in some instances, a combo being all it takes for Jigglypuff to be KO'd even at 0%. 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 has enough force to KO it even from the very bottom of Palutena's Temple. This makes shielding very risky at low percentages, as the potentially survivable punishes typically received after a shield break are replaced by a guaranteed KO that can only be stopped by a ceiling.
Furthermore, Jigglypuff has a very problematic ground game. While most of its grounded moveset is characterized by quick speed in proportion to their power, its lack of range and sluggish 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 to 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 launching 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 the second most damaging set of throws (tied with Ganondorf and being surpassed only by Bowser), 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%[1]. This also results in Jigglypuff being easily kept at bay by shields without usage of Pound's high shield damage. Jigglypuff suffers from air release combos due to its high air friction and slow airdodge startup. Several characters can react within 10 frames, can combo, or even kill. An example would be Zero Suit Samus at a certain percent comboing with up aerial, up aerial, and Boost Kick against Jigglypuff, even with little rage for a KO. Another example is Meta Knight using his unavoidable grounded Shuttle Loop out of air releases. Although Jigglypuff can escape these combos with a well-timed Rest, this is extremely risky, and the hitbox will not connect against fighters with disjointed attacks.
Jigglypuff's approach, despite being good in the air, is overall predictable. Most of the time, it relies on being close to the opponent, reading its reaction to approach, or baiting it 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 is at a big disadvantage against characters with large disjoints like Marth and Cloud. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in SSB4, 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 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 Sonic.
Lastly, all of Jigglypuff's specials are incredibly situational. Rollout is a chargeable attack that can KO incredibly early, no matter where it is used, but is incredibly predictable, and its deceptively small hitbox results in it effectively lacking priority, despite dealing 14% damage when fully charged. Sing has awkward timing, little range, does not work on aerial opponents, and, despite not having a hitbox, can be countered. Its sleep effect can also be shortened with button mashing, reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable or safe recovery options, instead relying on its remaining jumps and Pound to recover, making it easy to gimp despite its common off-stage comfort. Rest is very risky to use, and Pound is slow and cannot break shields that are on or near full health.
Jigglypuff has among the most polarized custom moves in the game, with few of them having utility that overall surpasses the default versions. Relentless Rollout has much less power, but is much faster, hits multiple times, and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Hyper Voice is better for protecting Jigglypuff, since it deals reasonable knockback and works in the air. Its other custom moves are disregarded in favor of the default versions due to their very low utility; Spinphony is, in particular, considered to be its worst custom move (and arguably the worst custom special move in the game), as it has very slow start-up, a very long interval between its active hitboxes and very long ending lag, to the point one could use it from the upper blast zone of the stage, and be dragged down to the lower blast zone by the ending of the move, which are flaws that completely overshadow the moves' utility at reversing opponents out. Raging Rollout has more power and is unblockable, but is much slower at charging, grants less distance, has high ending lag, and doesn't pierce opponents. Sideways Pound sends opponents at a semi-spike, but is worse for recovering. Leaping Rest has more coverage since Jigglypuff jumps when using the move, but it is much weaker, and it naps for a longer time, making it more punishable if it misses. Wakie Wakie has decreased ending lag, increased range, pushes opponents away, while "napping" and sends opponents horizontally rather than vertically, again similarly to Rest's iteration in Melee, but is also slightly weaker, causes recoil damage, and its increased startup makes Jigglypuff vulnerable. In addition, while Jigglypuff does benefit from its best custom moves since they enhance its strengths in one way or another, they also fail to fix most of its major flaws.
Overall, Jigglypuff can quickly rack up damage or KO opponents, but can be KO'd just as quickly. As a result of its risky playstyle and mechanics, as well as its punishing game compared to other characters, its popularity in competitive play remains poor, as it has notoriously low tournament representation and almost no tournament results in singles at high levels of play. However, it should also be noted that Jigglypuff fares much better in doubles play, as its combination of evasiveness and strength is well-suited to this environment, courtesy of a teammate's attacks giving Jigglypuff many new options.
Changes from Super Smash Bros. Brawl[edit]
In Super Smash Bros. Brawl, Jigglypuff was considered one of the worst characters in the entire game. While Jigglypuff did have strong aerial mobility, giving it a good aerial game, great edgeguarding, and an excellent recovery, Jigglypuff suffered from having a terrible ground game, extremely poor reach, extremely poor endurance, and it overall struggled to rack up damage and KO opponents outside of edgeguarding. As a result of this, Jigglypuff could easily be outspaced by most of the cast, who could also KO Jigglypuff with ease, while it struggled to KO its opponents in return.
While not changed as heavily as some other characters, Jigglypuff received a mix of buffs and nerfs in the transition to Super Smash Bros. 4; however, despite being regarded as one of the worst characters in Brawl, Jigglypuff was ultimately nerfed overall.
Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of edge-hogging gives it a much harder time edgeguarding opponents, and while several characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as Pound grants less momentum than before, only marginally increasing its recovery distance when executed frame-perfectly, while simultaneously slowing it down significantly. Furthermore, Jigglypuff's jumps are marginally lower now (due to its higher gravity), and Rollout is now unsafe as a recovery option, as Jigglypuff can no longer move left and right while falling after hitting an opponent with it. The addition of rage hinders its already poor endurance, and it usually cannot survive long enough to make effective use of the mechanic. The changes to shield mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a greater liability than in Brawl. However, the weakening of shields also allows Pound to break shields more easily, which, coupled with the increased strength of Rest, improves Jigglypuff's offensive capabilities somewhat. While Jigglypuff benefits from the drastic changes to hitstun, as it is now able to perform true combos with its aerials again, its nerfed air game counterbalances this issue: its up, down, and back aerials (particularly the latter) have increased lag. Its forward aerial, a staple move in previous games, deals less damage and less knockback, making it significantly less useful than before, removing one of Jigglypuff's faster and safer KO options, while its lower short hop removes its notable ability to use two aerials in one short hop. Due to this, a down aerial no longer auto-cancels from a short hop, nerfing its approach. Its ground game was also weakened, as it no longer has access to DACUS and its smash attacks now deal less damage and knockback, with the reduction in ending lag for its down and up smashes and its faster dashing speed failing to compensate for this well enough. Because of these changes, its KOing ability is much worse, and even with the changes to hitstun allowing for some hit confirms into Rest, it still has difficulty landing said move and some of the setups Jigglypuff previously had into Rest (including down aerial and a jab lock) are either much more difficult and situational in the former's case or in the latter's case, no longer possible at all. In general, Jigglypuff's locking options are far worse due to alterations to its previous main locking moves. Ergo, Jigglypuff's remaining locking options either stop working before rest can KO, or, in down smash's case, it is too laggy and sends opponents too far away, and the new three-hit lock limit naturally hinders Jigglypuff's damage-racking potential after locking an opponent.
However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been partially restored since Brawl, which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, with neutral aerial regaining some of the power it once had in Smash 64 although back aerial's power came at the cost of being much slower and losing its wall of pain potential due to it being re-purposed as a KOing option combined with its slower speed/higher launching angle. Jigglypuff's smash attacks and grabs have slightly reduced lag, improving its approach and speed altogether when combined with its slightly higher dash speed, albeit for the exchange of less damage. Its dash attack also no longer rebounds with a hitbox, giving it some utility for KOing as well as both a new, albeit situational, approach tactic and a way to deal with projectiles.
Even so, these buffs do not compensate at all for the large nerfs it has received, including its worse damage output and aerial game, and the changes to the game's mechanics did not help Jigglypuff that much. As a result, Jigglypuff remains an extremely poor character and is a common contender for the worst character in the game. The majority of the Brawl cast had benefited from Smash 4's mechanics far more than Jigglypuff did and a fair amount of Brawl's weaker characters including most of Jigglypuff's fellow bottom-tier characters, such as Mario and Captain Falcon had been buffed both directly and indirectly. Lastly, Jigglypuff does not really benefit from a slightly more favorable matchup spread, as while certain dominant characters from Brawl, such as Meta Knight, have been considerably nerfed, they still have clear strengths that Jigglypuff either lacks or said strengths being counterbalanced by Jigglypuff's weaknesses, allowing said characters to overcome Jigglypuff.
While several poorly regarded characters like Charizard and Ganondorf have received buffs over game updates, Jigglypuff notably did not receive any improvements whatsoever, and newer updates have introduced characters such as Cloud and Bayonetta who gave Jigglypuff even more trouble. As such, its standing relative to the cast is worse than in Brawl and it only got worse over time due to the aforementioned reasons, and it once again lacks viability in competitive play, though its overall potency compared to Brawl is somewhat debatable due to the more polarized character balance in the former game.
Aesthetics[edit]
Jigglypuff's design has undergone a few changes, much like the other playable Pokémon in SSB4. It now has smaller eyes, which are a brighter shade of cyan and farther apart from each other. Its mouth is also wider, positioned higher, and is closed by default, rather than being perpetually open.
Like most of the cast, Jigglypuff is also more visually expressive as it now directs its eyes in different directions rather than looking straight ahead during certain animations. It also has more exaggerated facial expressions while taking hits, such as wincing, and scowls when performing certain attacks.
Jigglypuff's face now faces the screen regardless of whether it's facing left or right.
In the Japanese language, Jigglypuff's previously unused damage yells from Brawl's Sound Test are now heard when taking high knockback.
Attributes[edit]
Jigglypuff dashes faster (1.1 → 1.155).
Jigglypuff's gravity is higher (0.05056 → 0.053088), reducing the height of its jumps and further hindering its already poor endurance.
Jigglypuff's low gravity no longer applies when Jigglypuff is aerial grab released causing Jigglypuff to cover much less height from an aerial grab release. This makes Jigglypuff much more susceptible to aerial grab release followups and while this is offset by the decreased ending lag of its aerial grab release (FAF 50 → 40), it benefits Jigglypuff less than any other character as Jigglypuff's air release animation was already slightly shorter than the rest of the cast and Jigglypuff's air dodge was not sped up. As a result, Jigglypuff is now the most susceptible character to aerial grab release follow-ups.
Jigglypuff's fast falling speed is higher (1.372 → 1.568), although it is still the lowest out of the entire roster.
The general change in size between smaller and larger characters makes Jigglypuff's hurtbox smaller than in Brawl, which is especially noticeable among characters typically depicted as large or small in their respective series. However, this also hinders its range.
The changes to weight dependent throws benefit Jigglypuff moreso than most other characters, as said throws are now noticeably slower against Jigglypuff.
The removal of edge-hogging, and the introduction of edge trumping arguably harms Jigglypuff more than any other character due to it having been a major staple of its edgeguarding while not significantly improving its own recovery.
The changes to shields both help and hinder Jigglypuff. While it improves the shield break potential of Pound, it also makes Jigglypuff more susceptible to its own shield breaks, increasing the risk of being KO'd by its shield being broken due to its unique shield jump mechanic.
Air dodge has less ending lag (FAF 50 → 35).
Rolls have less ending lag (FAF 33 → 31).
Forward roll has more startup lag, and both rolls have shorter durations (frames 3-19 (forward), 4-19 (back) → 4-17 (both)).
Spot dodge has a longer duration (frames 3-16 → 4-19).
Spot dodge has more startup (frame 3 → 4) and ending lag (FAF 26 → 29).
Jigglypuff's item throw is slightly slower (0.9x → 0.8933333x).
The hurtboxes on Jigglypuff's hair tuft were removed.
Ground attacks[edit]
- Neutral attack:
Neutral attack has increased base knockback (8/16 → 12/22), and it launches opponents at a higher angle (361° → 60°/78° (hit 1)/55°/65° (hit 2)), allowing it to connect better and improving its jab cancel potential.
Neutral attack now uses two extended hitboxes rather than three normal hitboxes. These hitboxes are smaller (4.32u/4.32u/4.32u → 3.5u/3.9u), but they still cover the same amount of space for the first hit.
For the second hit, however, they are positioned further out, increasing their range.
However, this also makes them cover less of Jigglypuff's body for the second hit.
The second hit has more ending lag (FAF 17 → 20).
- Forward tilt:
Forward tilt's hitboxes are now dis-positioned vertically rather than horizontally (x offset: 3/6 → y offset: -3/-6). This gives forward tilt slightly less range.
- Up tilt:
Up tilt's far hitbox is now dis-positioned vertically rather than horizontally (x offset: 3 → y offset: -3).
- Down tilt:
Down tilt deals more knockback (40 (base), 30 (scaling) → 50/55).
- Dash attack:
Dash attack's late hit has a longer duration (frames 10-15 → 10-20).
Due to the rebound hitbox flag being fixed, dash attack no longer rebounds, much like in Melee.
This improves its approach potential.
Dash attack has smaller hitboxes (5.76u → 5u (clean)/4u (late)) and they are positioned closer to Jigglypuff (y offset: 3.6 → 2), reducing its range.
- Forward smash:
Forward smash has less ending lag (FAF 55 → 50).
The clean hit has increased knockback scaling (103 → 115), improving its KO potential despite its decreased damage.
Forward smash deals less damage (16%/13% → 15%/12%) without full compensation on the late hit's knockback scaling (80 → 85).
Forward smash has smaller hitboxes (5.28u/5.28u → 5u/5u (clean), 4.32u/4.32u → 4u/4u (late)) and they are positioned closer to Jigglypuff (x offset: -0.68/2 → y offset: 1/-2), decreasing its range.
- Up smash:
Up smash has less ending lag (FAF 54 → 46).
Up smash deals less damage (15%/13% → 14%/12%) without full compensation on its knockback scaling (100 → 105).
Up smash's hitboxes have been repositioned higher as they are now attached to Jigglypuff's head rather than its body.
This improves its use as an anti-air.
However, this also hinders its ability to hit grounded opponents, especially shorter characters.
The removal of DACUS significantly hinders up smash's approach potential, further weakening Jigglypuff's already poor ground game.
- Down smash:
Down smash has less ending lag (FAF 53 → 49).
Down smash deals less damage (12% → 11%) without full compensation on its knockback scaling (66 → 69).
The far hitboxes are positioned slightly closer to Jigglypuff (x offset: 0.64 → 0.6).
Aerial attacks[edit]
The changes to hitstun cancelling slightly improves Jigglypuff's aerial combo game.
Jigglypuff's lower short hop prevents it from performing two aerials in a short hop.
All aerials have shorter initial auto-cancel windows (frames 1-5 (neutral)/1-7 (forward/back/up) → 1-3 (neutral/forward/back/up), frames 1-4 → 1 (down)), no longer lasting the entire aerial before the hitboxes come out.- Neutral aerial:
Neutral aerial has a longer duration (frames 6-29 → 6-30).
The clean hit deals more damage (10% → 11%) and knockback (20 (base), 90 (scaling) → 30/100), significantly improving its KO potential.
The late hit has increased base knockback (10 → 50), making it much safer on hit and allowing it to gimp more effectively.
However, this has removed its ability to lock, removing another one of Jigglypuff's most reliable locking tools.
The late hit now uses one extended hitbox rather than two normal hitboxes.
This increases its range below Jigglypuff.
However, this also decreases its range above Jigglypuff.
Neutral aerial auto-cancels later (frame 30 → 40), no longer doing so immediately after its hitboxes cease, significantly hindering its follow-up potential when combined with the late hit's higher base knockback.
The clean hit has a shorter duration (frames 6-8 → 6-7).
- Forward aerial:
A clean hit with forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98) significantly hindering its KO potential.
However, this also improves its follow-up potential.
Late forward aerial has increased base knockback (12 → 30), improving its safety and edgeguarding potential but hindering its follow-up and locking potential.
The far hitbox is positioned closer to Jigglypuff (z offset: 10 → 9/8), reducing its range.
- Back aerial:
Back aerial deals more damage (12% → 13%) and has significantly increased knockback (10 (base), 90 (scaling) → (0/30)/120), significantly improving its KO potential.
Back aerial has a higher hitlag multiplier (1× → 1.2×). This makes it benefit from the introduction of frame cancelling more, but also makes it easier to DI.
As with most back aerials, back aerial now always launches opponents behind Jigglypuff.
Back aerial has more startup lag with a shorter duration (frames 8-11 → 12-13).
Back aerial has more ending lag (FAF 33 → 40) and a longer animation (39 frames → 54), increasing the amount of time Jigglypuff cannot grab ledges after performing the move.
Back aerial has more landing lag (15 frames → 18).
Back aerial auto-cancels later (frame 23 → 28).
Back aerial launches opponents at a higher angle (361° → 46°), which removes its ability to lock and hinders its KO potential.
Back aerial's near hitbox has been removed. The move is also less disjointed due to Jigglypuff's size being increased, without the hitboxes being moved to compensate.
Altogether, these changes significantly worsen back aerial's spacing and Wall of Pain potential.
- Up aerial:
Up aerial has a longer duration (frames 8-16 → 9-21).
Up aerial has a new animation where Jigglypuff extends its arm, with its hitboxes being moved upwards to match (x offset: 4/1/-2 → 7/4/1). This increases its range above Jigglypuff.
However, this also reduces its range below Jigglypuff.
The new animation is longer (39 frames → 49).
Up aerial has more startup (frame 8 → 9) and ending lag (FAF 37 → 45).
Up aerial's near hitboxes are smaller (4u/4u → 3u/3u).
- Down aerial:
Down aerial's angles (270° (grounded)/30° (aerial) → 145°/280° (both)), and knockback (20/10 (base), 0 (set), 100 (scaling) → 10/0/100 (lower hitbox), 0/30/100 (upper hitbox)) have been altered, making it connect much more reliably, especially against aerial opponents.
The loop hits have a lower SDI multiplier (1.2× → 0.8×). When combined with the weakening of SDI and the move's altered knockback/angles, this makes down aerial much more difficult to escape from.
Down aerial now has an additional, ninth hit that launches opponents horizontally (270° (grounded)/30° (aerial) → 45° (both)) and deals higher knockback (20/10 (base)/100 (scaling) → 30/150), improving its edgeguarding and KO potential.
This new final hit also decreases the move's ending lag as its total duration was not fully compensated.
However, much like with the first eight hits, this, in addition to sending aerial opponents at a higher angle, also hinders its combo potential.
The final hit has a much higher hitlag multiplier (0.8× → 2.2×).
Down aerial has more start-up lag (frame 5 → 7).
Down aerial has a longer total duration (FAF 50 → 53) as well as a longer animation (49 frames → 54).
Down aerial auto-cancels later (frame 38 → 45), no longer doing so in a short hop.
Down aerial has smaller hitboxes (6u/5.3u → 3.4u (extended)/2.8u (loop hits), 5u/3u (final)).
The loop hits deal less damage (2% → 1.5%), reducing the move's maximum damage output (16% → 14%).
Throws/other attacks[edit]
- Grabs:
All grabs have less ending lag (FAF 30 → 27 (standing), FAF 40 → 33 (dash), FAF 36 → 32 (pivot)).
Dash and pivot grabs have decreased startup lag (frame 10 (dash/pivot) → 8/9).
All grabs have noticeably decreased range, now using one extended grabbox rather than multiple normal grabboxes.
- Standing grab:
Standing grab has a smaller grabbox (4.5u/3.8u → 3.5u) and it does not reach as far (z offset: 11/5 → 4, z stretch: 8.5).
However, it does reach slightly further inside Jigglypuff.
- Dash grab:
Dash grab has a smaller grabbox (4u/4u/3u → 2.8u) and it does not reach as far (z offset: 11/5/0 → 4, z stretch: 8.2). This results in the grab going from being noticeably disjointed and covering most of Jigglypuff's body, to now barely covering Jigglypuff's hand and only covering half of its body.
Additionally, dash grab does not propel Jigglypuff forward as much, further reducing its range.
- Pivot grab:
Pivot grab has a smaller grabbox (4u/4u/4u → 3.5u), and it does not reach as far (z offset: -14/-9/-4 → -4, z stretch: -11.5).
- Pummel:
Pummel deals more damage (3% → 3.1%).
Pummel has a new animation: Jigglypuff slaps the opponent with one hand instead of slapping them with its tuft of hair.
Pummel's hitbox has been positioned slightly higer upwards (y offset: 6 → 7).
Pummel has a slightly smaller hitbox (5.76u → 5.7u).
- Floor attacks:
Floor attacks have less startup (frame 20 → 17) and ending lag (FAF 50 → 46).
Floor attacks deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
Floor attacks launch opponents at a higher angle (361° → 48°).
Floor attacks have less intangibility (frames 1-29 (front), 1-26 (back) → 1-21 (both)).
- Edge attack:
Edge attack no longer has set knockback (90 (set)/100 (scaling) → 90 (base)/20 (scaling)), no longer being weaker than other edge attacks.
Edge attack has a shorter duration (frames 21-25 → 21-23).
Edge attack has less range (4.8u/5.5u (early), 4.5u/4.5/4.5u (late) → 4.5u (extended)), especially vertically.
Edge attack launches opponents at a higher angle (361° → 45°).