Jigglypuff (SSBB)

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This article is about Jigglypuff's appearance in Super Smash Bros. Brawl. For this Pokémon in other contexts, see Jigglypuff.
in Super Smash Bros. Brawl
Jigglypuff SSBB.jpg
Universe Pokémon
Other Smash Bros. appearances in SSB
in Melee
in SSB4
Availability Unlockable
Final Smash Puff Up
Tier F (36)

Jigglypuff (プリン, Purin) is a character in Super Smash Bros. Brawl.

Jigglypuff is currently ranked 36th on the current Super Smash Bros. Brawl tier list in the low tier, which is an extreme drop from 5th in the Melee tier list. Jigglypuff possesses incredible air mobility, a good aerial game, one of the strongest edge guarding games, and one of the best recoveries in Brawl. However, the reason for its huge tier drop is its terrible transition to Brawl's physics (like Captain Falcon, Jigglypuff's comboing ability was more reliant on hitstun than other characters). Jigglypuff has also had its KO moves nerfed, with Rest in particular suffering greatly; as opposed to KOing under 25% like it did in Melee, it does not reliably KO until around 75%, and it is much harder to land due to the ability to act out of hitstun and the reduced falling speeds (acting out of hitstun also prevents comboing into it). In addition to this, Jigglypuff has terrible reach in most of its attacks, one of the worst ground games (a combination of poor reach, slow ground speed, and terrible ground attacks), the worst endurance of any character in Brawl (exacerbated by Brawl's defensive play), most of its attacks being punishable on landing at low percents (combination of low base knockback in its attacks and high ending lag), and poor air to ground transitioning due to its floaty falling speed that prevent it from approaching safely in many match-ups. Such factors combine to result in terrible matchups (including seven hard counters) and tournament results. As a result of its huge nerfs to its strongest traits and terrible transitioning to Brawl, Jigglypuff holds distinction of having the largest tier list drop between Melee and Brawl. Jigglypuff's position in Europe and Japan is worse than it is in America. In America, it is ranked as the 3rd worst character. In Europe and Japan, it is ranked as the 2nd and worst character in the game respectively.

How to unlock[edit]

Complete one of the following:

  • Play 350 VS. matches.
  • Find Jigglypuff in The Swamp stage after completing the Subspace Emissary. It can be found through the first door after defeating the False Giant Diddy Kong. Note that this method does not show the challenger approaching screen, but a cutscene of Jigglypuff challenging the player shows instead.
  • Complete 20 or more events after completing the Subspace Emissary.

The player must then defeat Jigglypuff on Pokémon Stadium 2.


Jigglypuff is a character of the extremes, being the lightest and floatiest character in the game. With six jumps (albeit with the lowest height per jump), combined with the second fastest air speed (second only to Yoshi), the slowest falling speed, and Rising Pound, Jigglypuff dominates in aerial combat, and, with its forward aerial and back aerial moves, it can use the Wall of Pain technique very effectively allowing opponents to be K.O.ed at low percentages by being juggled off-screen. Jigglypuff's excellent aerial maneuverability makes up for its dash speed, which is the slowest in the game. A main disadvantage is that Jigglypuff's lightweight and floatiness means that it is sent flying rather easily in any direction. However, its light weight (combined with being floaty and small) also makes it immune to most chaingrabs. Despite this, because its air release has almost no horizontal distance, Jigglypuff can suffer from grab release combos by characters like Yoshi (though Jigglypuff has high vertical distance in its air release and can move one frame before anyone else's air release).

Jigglypuff has many attacks with decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided by Rollout, which is also a devastating approach attack on the ground, and the fact it never enters a helpless state makes the attack effective in the air too. However, Rollout, as with all charging approach attacks, can be predictable and can lead to a self-destruct if used carelessly. The move Rest provides invincibility frames which come out in one frame - faster than a shield - this allows for avoiding some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 75%, meaning Jigglypuff's vulnerability time after Rest is avoided if the attack hits. However, Rest leaves Jigglypuff extremely vulnerable if it misses. Jigglypuff also has a good array of strong albeit laggy smash attacks. Jigglypuff lacks projectiles, but its great aerial mobility helps it dodge many of them easily. Upon breaking its shield, Jigglypuff will be sent for a Star KO if there is no ceiling above it (see Shield Jump).

One of Jigglypuff's traits is that it has the slowest falling speed in the game, which is both beneficial and detrimental. This is beneficial because it allows for techniques such as the Wall of Pain, it significantly helps Jigglypuff's recovery, and it allows Jigglypuff to easily stay airborne in situations where ground play is dangerous. Jigglypuff's slow falling speed is detrimental because Jigglypuff cannot move from the air to the ground as quickly as most characters, limiting its options in most situations, and it makes vertically K.O.ing Jigglypuff very easy.

Changes from Melee to Brawl[edit]

Jigglypuff was heavily nerfed from Melee. It received relatively minor changes, and suffers mostly from the change of physics to Brawl and nerfs to its finishing moves, making it much less effective overall.


  • Change Jigglypuff was given with a slightly more realistic appearance.
  • Change All of Jigglypuff's movements now make a squeaky, rubbery, and puffy sound (including midair jumps and attacks).


  • Change As with the returning veterans, Jigglypuff's falling speed was reduced (1.3 → 0.98). Compared to the returning veterans, however, Jigglypuff falls faster. While this improves its endurance, it is more vulnerable to combos and chain grabs.
  • Change Jigglypuff is heavier (60 → 68).
  • Nerf Jigglypuff's traction is lower (0.09 → 0.0718).
  • Nerf Jigglypuff's air speed is slower (1.35 → 1.269), no longer being the fastest in the game.
  • Nerf In a similar vein to Captain Falcon and Ganondorf, the revamp to hitstun prevents Jigglypuff from racking up a significant amount of guaranteed damage and makes it much harder to land its finishing moves (Rest in particular).

Ground attacks[edit]

  • Buff Jigglypuff is capable of cancelling the initial frames of its dash attack for a DACUS, slightly improving its otherwise slow ground game.
  • Nerf Smash attacks deal slightly less damage and knockback and have more startup and ending lag.

Aerial attacks[edit]

  • Change Neutral, back, and up aerials are weaker, but forward and down aerials are slightly stronger. This improves neutral, back, and up aerial's combo potential and up aerial's juggling potential, but hinders their KO potential and the edgeguarding potential of the former two. Conversely, this improves forward and down aerial's edgeguarding potential and the former's WOP and KO potential, but hinders their combo potential.
  • Change Back aerial now uses stationary hitboxes, rather than ones that move with its leg. Overall, this means the move has less range, but its range is more consistent throughout the active duration of the move.

Throws/other attacks[edit]

  • Nerf Forward throw deals much less damage and knockback.
  • Nerf Up throw has significantly higher base knockback, but still lacks KO potential until about 260%. This, combined with the drastic nerfs of Rest, has completely removed the space animal slayer.
  • Change Down throw now only does damage when the opponent is thrown, not during the rolling part of the attack.

Special moves[edit]

  • Buff Rollout now has two stages of being "fully charged": 'Fully Charged' and 'Super Charged'. Rollout also no longer puts Jigglypuff into a helpless state if used in the air.
  • Change Pound and Rest launch at a higher angle.
  • Change Sing's sound waves are now only yellow instead of being colorful. Jigglypuff also now opens its eyes once the song is over instead of opening them at the last part of the song.
  • Nerf Rest deals significantly less knockback and initial damage (28% → 15%), greatly reducing its overall utility.
  • Buff Instead of using the flame effect, Rest applies a flower to the opponent, which causes much more damage (28% → 45%) if the opponent is not KO'd.


  Name Damage Description
Neutral attack   3% Two very quick, yet extremely short ranged slaps. Good for jab locking. Has a start-up of 5 frames.
Forward tilt   10% Spins once while kicking. Short ranged. Can be angled, with no difference to damage.
Up tilt   9% (clean), 8% (late) Lifts its foot behind it, attacking upward. Main hitbox is behind Jigglypuff, although there is a small weaker one in front of it. Hits on frame 9-11. Good knockback.
Down tilt   10% Ducks down and sticks its foot out. Has average start-up (10 to 12 frames) and ending lag, but decent range for Jigglypuff. Mid-low knockback, cannot combo or KO effectively.
Dash attack   12% (clean), 8% (late) Spins forwards, resembling a miniature Rollout. Unlike other dash attacks, it can "jump". Hits on frame 5-15.
Forward smash   16% (clean), 13% (late) Slides forward while keeping foot stuck out. Short duration, but average starting and ending lag (start-up of 16 and it ends on frame 24), but strong knockback.
Up smash   15% (head), 13% (body) Headbutts upward. Works well with DACUS. Strong knockback. The DACUS greatly enhances Jigglypuff's slow ground game, as it allows it to attack from a distance, with the up smash being a powerful vertical finisher. Hits on frames 16-19.
Down smash   12% Puffs downward, kicking to both sides. Has good knockback, but short range. It is a semi-spike. Hits on frame 14. Good edgeguarding move, putting opponents in inconvenient places to recover.
Neutral aerial   10% (clean), 6% (late) Sticks foot out, shrinking in on itself a little. A very long sex kick.
Forward aerial   12%/10% (clean), 6% (late) Dropkicks forward, the upper hitbox being its sweetspot, and the tip and lower hitbox being its sour spot. It is a decent finisher. Good for a Wall of Pain. Hitbox out on frame 8 and it last until frame 20.
Back aerial   12% Spins once backward and kicks. Also good for Wall of Pain and stage spiking, but for higher percentages are needed for KO's from it.
Up aerial   9% Waves once upward, has good duration, very small hitbox. Low knockback up to 100% gives it decent combo ability. Knockback readily increases after 100%. If the player uses all of Jigglypuff's midair jumps and uses its up aerial, it can KO opponents at 120% damage.
Down aerial   16% if all hits connect Spinning drill kick. Can lead into a rest at low percents. Start-up of 5 frames. First few hitboxes that are on the inside have meteor smash hitboxes. These can only be dealt at low percentages, as otherwise the other hitboxes push the opponent away from the inner ones. Even at low percentages, the meteor smash hitboxes are canceled by others.
Grab   Hooks opponent with its left arm. Low range.
Pummel   3% Slaps with its tuft of hair. Very slow and powerful for a pummel.
Forward throw   5% (hit 1), 5% (throw) Puffs once, hitting opponent forward. Low knockback, cannot chain due to high ending lag.
Back throw   10% Back suplexes opponent. Decent knockback.
Up throw   10% Spins once and sends opponent up. Decent finisher. Sole KO throw at Sudden Death.
Down throw   4% (hit 1), 6% (throw) Rolls back and forth on its opponent.
Floor attack (front)   6% Spins legs around while getting up, kicking in front and behind it. Short ranged.
Floor attack (back)   6% Spins legs around while getting up, kicking in front and behind it. Short ranged. Makes a Rollout sound.
Floor attack (trip)   5% (front), 3% (back) Spins on its head and kicks around itself.
Edge attack (fast)   6% Flips up and kicks.
Edge attack (slow)   6% Slowly gets up and spins on both sides of itself.
Neutral special Rollout 8-18% Charges up, and then rolls at opponent. Damage, velocity, and knockback determined by charge time.
Side special Pound 11% Pounds forward, gives Jigglypuff some horizontal momentum.
Up special Sing N/A Puts close enemies to sleep.
Down special Rest 15% For 1 frame, Jigglypuff is invincible and any opponents in contact will be sent flying upwards, and can KO Bowser at 75%. Has over 240 frames of ending lag.
Final Smash Puff Up 17% Slowly puffs up. At the apex of the move, any characters touching Jigglypuff will be sent flying.

On-screen appearance[edit]

  • Comes out of a Poké Ball, then does a short, bouncy dance.


  • Up taunt: Spins on one leg around and says "Jigglypuff" while puffing up a little.
  • Side taunt: Spins very fast on one leg then stops and has its arm pointed upward while looking in the direction it's pointing.
  • Down taunt: Waves its arms up and then flattens and floats down. Based on Jigglypuff's "faint" animation in battles in the home console Pokémon games.
Up taunt Side taunt Down taunt
JigglypuffUpTauntBrawl.gif JigglypuffSideTauntBrawl.gif JigglypuffDownTauntBrawl.gif

Idle pose[edit]

  • Turns to look towards the left and then returns to normal position.
Jigglypuff Idle Pose 2 Brawl.png

Crowd cheer[edit]

English Japanese
Jigglypuff Cheer NTSC Brawl.ogg
Purin Cheer JP Brawl.ogg
Description Jig-gly-puff! Pu-ri-n!
Pitch Female Group chant

Wii Remote selection sound[edit]

  • Jigglypuff makes a bouncy noise and shouts.
Jigglypuff's selection sound

Victory poses[edit]

An excerpt from the main theme of the Pokémon series.
  • Sleeps and then suddenly wakes up. It continues to drift off to sleep and wake up groggily.
  • Jumps up twice, then does an aerial backflip.
  • Jumps up and lands on its back.
Jigglypuff VPs.png

In competitive play[edit]


Notable players[edit]

See also: Category:Jigglypuff professionals (SSBB)
  • USA Dapuffster - Was unanimously considered the best Jigglypuff player, and besides being one of the very few legitimate Jigglypuff mains, was the only one good enough to gain beyond regional recognition purely off his abilities. Living in the murderously strong NY/NJ area however, he was never a PR contender, and he would eventually drop Jigglypuff for Diddy Kong.
  • USA Hungrybox - While he never remotely approached his level of greatness in Melee, he was a respectable player in Brawl despite using the drastically nerfed Jigglypuff and not having much practise in the game, being good enough to once get ranked on the Florida Power Rankings using Jigglypuff alongside King Dedede. Even when accounting for multi-character usage, no other player ever got ranked on a high level Brawl PR using Jigglypuff.

Tier placement and history[edit]

Jigglypuff has always been seen as one of the worst characters in Brawl; right away players noticed its significant nerfs to key attributes, and its terrible transitioning into Brawl's physics and gameplay changes. Over the years, despite Jigglypuff's still strong aerial game, air camping abilities, and amazing recovery, metagame developments for Jigglypuff have been startlingly barren. Jigglypuff is also perhaps the most unpopular character in Brawl competitive play, lacking the dedicated playerbase other low tier characters have, having barely any notable players, and being a very rare sight at even local tournaments with casual players. Jigglypuff's match-ups further compound this, with Meta Knight, Olimar, Marth, Snake, Zero Suit Samus, Mr. Game & Watch and Donkey Kong all hard countering Jigglypuff. As such, Jigglypuff has always been ranked among the four worst characters in the game in all iterations of the BBR's tier list. Some players even think Jigglypuff, rather than Ganondorf, is the worst character in the game; in fact the Japanese rank Jigglypuff as the worst character on their tier list.

Role in The Subspace Emissary[edit]

Jigglypuff in SSE

Jigglypuff is an optional character in the Subspace Emissary, much like Toon Link and Wolf, who consequently does not have a role in the story.

To unlock it, first the player must complete the Subspace Emissary, whereupon an extra door in The Swamp can be found that links to Pokémon Stadium 2, where Jigglypuff is performing a song. Jigglypuff is then fought and, if defeated, is unlocked (if not already unlocked) and joins the player's party.

Exclusive stickers[edit]

These stickers can only be used by Jigglypuff or a select few including it.

  • Charizard: [Arm, Leg] attack +10
  • Deoxys: [Slash] attack +10
  • Entei: [Flame] attack +20
  • Goldeen: [Leg] attack +4
  • Groudon: [Flame] resistance +14
  • Gulpin: [Electric] attack +16
  • Jigglypuff: [Body, Spin] attack +31
  • Jirachi: [Arm, Leg] attack +7
  • Meowth: [Slash] attack +5
  • Metagross: Launch resistance +23
  • Mew: [Body, Spin] attack +4
  • Moltres: [Flame] attack +20
  • Pokémon Trainer: [Arm, Leg] attack +13
  • Staryu: [Specials: Direct] attack +3
  • Togepi: [Body, Spin] attack +11
  • Torchic: [Flame] attack +8
  • Weavile: [Slash] attack +5

In Event Matches[edit]

Solo Events[edit]

Co-op Events[edit]


Jigglypuff's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Jigglypuff.

Trophy descriptions[edit]

A Balloon Pokémon. It invites opponents in close with its big, round eyes, then puts them to sleep with a calming song. The secret to the song's unfailing efficacy is Jigglypuff's ability to sing on the wavelength that will make its opponent the sleepiest. It also uses Attract to infatuate opponents who touch it. It uses a Moon Stone to evolve into Wigglytuff.
Game Boy: Pokémon Red/Blue
DSTitle.png: Pokémon Diamond/Pearl
Puff Up
Jigglypuff's Final Smash. It wills its body to get bigger and bigger and bigger. It can't move, and it can't attack—all it can do is get bigger while everyone else looks on. However, it's invulnerable, and it overpowers all attacks to gradually push its opponents off the screen. It's a very simple technique, but how it's used determines its effectiveness.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Jigglypuff Palette (SSBB).png
JigglypuffHeadSSBB.png JigglypuffHeadRedSSBB.png JigglypuffHeadWhiteSSBB.png JigglypuffHeadBlueSSBB.png JigglypuffHeadGreenSSBB.png


  • In the American/PAL version, Jigglypuff has only two KO screams — one for a Star KO and another for a normal KO. Jigglypuff is the only character in Brawl to have a single blast line KO clip.
  • In the Japanese version of Brawl, Jigglypuff has some additional voice clips that are removed in the American/PAL versions:
    • Jigglypuff vocalizes when using its first jump.
    • Jigglypuff contains two soft-damage yells and two hard-damage yells, the latter being used in the next game.
    • Jigglypuff uses two different voice clips when getting KO'd past the blast lines.
  • Most of Jigglypuff's voice clips were simple imports from Melee. One voice clip, involving it screaming "Jiggly!" was imported and can be heard in the sound test, but is not used by Jigglypuff at all in the game.
  • Brawl is the only Super Smash Bros. game in which Jigglypuff does not have a bow as one of its costumes.
  • Jigglypuff and Mr. Game & Watch are the only veterans who can no longer become helpless via any of their special moves in their transitions from Melee to Brawl. Their helpless animations, which are carried over from Melee can be seen briefly during their air dodge animations.
  • Jigglypuff and Luigi are the only characters that players are not forced to play as in single-player Event Matches.
  • Jigglypuff, along with Diddy Kong, Pokémon Trainer, and the Ice Climbers, are the only characters in Brawl that do not clap in the Results screen after losing or at the No Contest screen. Jigglypuff is also the only character to not to clap in neither Brawl or SSB4.
  • Jigglypuff is the only character to have a slightly different damage meter portrait than its official artwork. The official artwork has it standing upright while the damage meter portrait has it tilted.
  • Brawl is the first game in the Super Smash Bros. series in which Jigglypuff cannot be unlocked after completing Classic Mode (or its Smash 64 counterpart, 1P Game) on any difficulty. This unlock criteria is given to Marth.
  • Jigglypuff's trophy description states that it uses Attract to infatuate opponents who touch it, which is incorrect. Attract is a status move that causes infatuation, while Cute Charm is an ability that causes infatuation on physical contact, and one which Jigglypuff can have.
  • Masahiro Sakurai stated that Jigglypuff, along with Toon Link and Wolf, were almost cut from Brawl due to time constraints and their late consideration for inclusion in the game, hence why they are excluded from and cannot be unlocked while playing through the main Subspace Emissary story[1].

External links[edit]


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