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.
Jigglypuff
in Super Smash Bros. Brawl
Jigglypuff SSBB.jpg
PokemonSymbol.svg
Universe Pokémon
Other Smash Bros. appearances in SSB
in Melee
in SSB4
in Ultimate
Availability Unlockable
Final Smash Puff Up
Tier F (36)
JigglypuffHeadSSBB.png

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 bottom 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.

Attributes[edit]

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 in the transition from Melee to Brawl. Jigglypuff's air game has been significantly weakened, as its air acceleration, formerly notorious for allowing it to weave in and out extremely quickly, has been largely reduced to be closer to that of the rest of the cast. This is further burdened by the cast generally having stronger recoveries and the changes to air dodging, which overall makes Jigglypuff's edgeguarding much less effective. Its most useful aerials from Melee, namely back aerial and up aerial, are not only adversely affected by these changes, but have received their own nerfs as well; the former has less range and more ending lag, while the latter deals less damage and is overall a less effective juggling tool. Jigglypuff's KO power has also been heavily decreased, as all its smash attacks are slower and weaker, while Rest's knockback has been significantly decreased to the point it can no longer KO under 70%, as opposed to KOing as low as 10% in Melee. Lastly, the introduction of hitstun canceling combined with the cast's universally decreased fall speeds have greatly hindered Jigglypuff's combo game, as some moves such as its up throw have completely lost their combo potential, and setups into Rest are much harder to perform.

Despite all the nerfs it has received, Jigglypuff did receive a few buffs. Forward aerial has increased knockback, giving Jigglypuff a viable aerial attack to KO with at high percents. Down aerial is now also capable of tripping opponents, allowing it to be used for setups more effectively. Lastly, the introduction of DACUS slightly alleviates Jigglypuff's poor ground approach.

Overall, Jigglypuff's nerfs heavily outweigh its buffs, and the changes to Brawl hindered it more than they helped it, resulting in it going from one of the biggest threats in Melee to one of the weakest characters in Brawl.

Aesthetics[edit]

  • 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).

Attributes[edit]

  • 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. Jigglypuff still maintains the lowest fall speed in the game.
  • Change Jigglypuff's gravity is lower (0.064 → 0.05056).
  • Change Jigglypuff is heavier (60 → 68).
  • Buff Jigglypuff's traction is lower (0.09 → 0.0718) although relative to the cast, Jigglypuff now has the second highest traction with its traction being higher than all other returning veterans.
  • Nerf Jigglypuff's air speed is slower (1.35 → 1.269), no longer being the fastest in the game.
  • Nerf Jigglypuff's air acceleration is significantly lower (0.19 → 0.05 (base), 0.09 → 0.08 (additional)), no longer being the highest in the game by a considerable margin, which is exacerbated by most returning veterans having their air acceleration increased. This significantly worsens Jigglypuff's approach, punish and spacing abilities that constituted its outstanding neutral game in Melee.
  • Nerf In a similar vein to Captain Falcon and Ganondorf, the introduction of hitstun canceling prevents Jigglypuff from racking up a significant amount of guaranteed damage, and makes it much harder to land its finishing moves (Rest in particular).
  • Nerf Jumpsquat is slower (5 → 6 frames).
  • Buff Sidestep has less ending lag (frame 28 → 26).
  • Nerf Sidestep has increased startup lag (frame 2 → 3), and unlike the rest of the veterans' sidesteps, its intangibility was not increased, making it the sidestep with the shortest intangibility in the game.
  • Buff Rolls have less ending lag (frame 35 → 33).
  • Nerf Forward roll has increased startup lag (frame 2 → 3).

Ground attacks[edit]

  • Buff Both hits of neutral attack have larger hitboxes (3.6u → 4.32u). The introduction of jab locking also improves its damage racking ability if the opponent misses a tech. Lastly, Jigglypuff can quickly repeat the first hit until it connects if the attack button is held.
  • Nerf Neutral attack's first hit has more ending lag (frame 16 → 17).
  • Nerf Forward tilt has more startup (frames 6 → 7) and ending lag (frame 28 → 29).
  • Buff Up tilt can KO earlier due to the generally slower falling speeds of the cast.
  • Nerf Up tilt has more startup and a shorter duration (frames 8-14 → 9-13). The changes to Brawl's physics also make it significantly less useful for juggling.
  • Nerf Down tilt has more ending lag (frame 30 → 31) and smaller hitboxes (3.6u/4u → 3u).
  • Buff Jigglypuff is capable of cancelling the initial frames of its dash attack for a DACUS, slightly improving its otherwise slow ground game.
  • Nerf Dash attack has more startup (frame 4 → 5) and ending lag (frame 39 → 40).
  • Nerf Forward smash has more startup (frame 12 → 16) and ending lag (frame 45 → 55). It also has lower knockback scaling (118 (clean)/105 (late) → 103/80), and its clean hit deals less damage (17% → 16%), hindering its KO potential.
  • Buff Up smash's sweetspot now takes priority over its sourspot, making it easier to hit. Both are also larger (4u/6u → 4.8u/7.2u).
  • Nerf Up smash has much more startup (frame 7 → 16) and ending lag (frame 45 → 54). It also has lower knockback scaling (110 → 100), and its sourspot deals less damage (14% → 13%), hindering its KO potential.
  • Change Up smash's angle has been altered (90° → 87°).
  • Buff Down smash's hitboxes are larger (4u/4.8u → 4.8u/5.6u).
  • Nerf Down smash has more startup (frame 9 → 14) and ending lag (frame 48 → 53).
  • Change Down smash now sends grounded opponents sliding along flat surfaces even at percents where it would otherwise cause tumbling, including 999%. This prevents them from teching the move to survive, and allows it to take better advantage of edge slipping, but reduces its KO potential against opponents with high traction.

Aerial attacks[edit]

  • Change All aerials except down aerial have less landing lag (20/10 frames → 15). Due to the removal of L-canceling, however, their landing lag is not fully compensated.
  • Buff All aerials except neutral aerial autocancel earlier (frame 34 → 28 (forward), frame 25 → 23 (back), frame 37 → 35 (up), frame 39 → 38 (down)). Coupled with Jigglypuff's slower falling speed, this enables all of them to autocancel in a short hop.
  • Buff All aerials except up aerial have gained the ability to lock opponents.
  • Buff Neutral aerial has a slightly longer duration (frames 6-28 → 6-29), less ending lag (frame 50 → 44), and its clean hit has increased knockback (10 (base)/70 (scaling) → 20/90).
  • Nerf Neutral aerial deals less damage (12% (clean/9% (late) → 10%/6%), and its late hit has lower knockback scaling (80 → 70). It also autocancels later (frame 29 → 30), though it can still autocancel in a short hop.
  • Buff Forward aerial's clean hit has increased knockback (10 (base)/100 (scaling) → 30/108), allowing it to KO more effectively at high percents.
  • Nerf Forward aerial has more startup with a shorter duration (frames 7-22 → 8-20), and more ending lag (frame 35 → 37). Its late hit also deals less damage (7% → 6%) and knockback (10 (base)/80 (scaling) → 12/70).
  • Buff Back aerial has less startup (frame 9 → 8).
  • Nerf Back aerial now uses stationary hitboxes, rather than ones that move with Jigglypuff's leg. While this allows it to cover a set area more consistently throughout the active duration of the move, it significantly decreases its range, making it a much less effective spacing tool. It also has more ending lag (frame 31 → 33) and lower knockback scaling (100 → 90), which coupled with the introduction of hitstun canceling reduces the Wall of Pain's effectiveness, while hindering the move's KO potential near edges.
  • Buff Up aerial has less startup lag with a longer duration (frames 9-12 → 8-16), and less ending lag (frame 38 → 37).
  • Nerf Up aerial deals less damage (12% → 9%), with its knockback scaling not fully compensated (90 → 100). This hinders its KO potential, while the changes to Brawl's physics also significantly hinder its combo and juggling potential.
  • Change Up aerial's angle has been altered (90° → 88°).
  • Buff Down aerial is now capable of tripping opponents at higher percents. Combined with the move's ability to autocancel in a short hop, this improves its setup potential. It also deals more total damage (14.74% → 16%) due to the changes to stale-move negation.
  • Change With the introduction of multipliers for hitlag and SDI in Brawl, down aerial has received a below-average hitlag multiplier (0.8×), but an above-average SDI multiplier (1.2×). This makes SDI more effective against the move, but gives opponents less time to execute it.

Throws/other attacks[edit]

  • Buff Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (frame 31 → 30 (standing), frame 41 → 40 (dash)).
  • Buff Pummel is faster (30 → 20 frames).
  • Nerf Forward throw deals less damage (12% → 10%), and its first hit no longer overrides the throw itself, severely decreasing the move's knockback (40 (base)/110 (scaling) → 100/30) and giving it a higher angle (361° → 55°) against grabbed targets as a result. This significantly worsens its edgeguarding and KO potential, going from the second strongest forward throw in Melee to among the weakest in Brawl.
  • Nerf Up throw deals less damage (11% → 10%) and knockback (130 (base)/25 (scaling) → 110/30). While this would make it better for combos, the universally decreased falling speeds and the introduction of hitstun canceling have completely removed its combo potential, including the space animal slayer.
  • Buff Down throw now consists of only one hit right before the throw, instead of five hits as Jigglypuff rolls on the opponent. However, the move still deals more total damage (1% (hits 1-4)/3% (hit 5)/2% (throw) → 4% (hit 1)/6% (throw)).
  • Nerf Floor attacks deal consistent damage per hit (8%/6% → 6%).

Special moves[edit]

  • Buff Rollout no longer causes helplessness when used in the air.
  • Nerf Grounded Rollout has lower knockback scaling (120 → 100) and one of its hitboxes launches at a higher angle (20° → 30°), hindering its KO potential.
  • Change Jigglypuff does not vocalise during Rollout until it is fully charged.
  • Nerf Pound deals less damage (13% → 11%), hindering its KO potential. It also has more startup (frame 12 → 13) and ending lag (frame 45 → 46).
  • Nerf Sing has more startup, with its first two waves having shorter durations (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134), and now triggers counterattacks. It can also no longer reset the sleep duration of an already asleep opponent, preventing it from being used to indefinitely stall them out.
  • Change Sing's soundwaves 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.
  • Buff Instead of using the flame effect, Rest applies a flower to the opponent, which causes much more damage (28% → 45%) if the opponent applies no button mashing. It also has one extra frame of intangibility (frames 1-26 → 1-27).
  • Nerf Rest has more startup (frame 1 → 2), and deals significantly less initial damage (28% → 15%) along with less knockback (78 (base)/120 (scaling) → 100/75), greatly reducing its KO potential and overall utility.
  • Change Rest launches opponents at a vertical angle (361° → 88°), increasing its safety onstage if it KOs the opponent, but hindering its safety offstage and further reducing its KO ability near edges.

Moveset[edit]

  Name Damage Description
Neutral attack   3% Two very quick, yet extremely short ranged slaps. Good for jab locking. Active on frames 5-6.
3%
Forward tilt   10% A spin kick. Short ranged. Can be angled, with no difference to damage. Can KO at the ledge at 141%.
Up tilt   9% (clean), 8% (late) Lifts its foot behind it, attacking upward. The clean hit only hits behind Jigglypuff, while the late hit can hit in front, albeit with minimal range. Active on frames 9-13. Good knockback, KOing from the ground at 126%.
Down tilt   10% Ducks down and sticks its foot out. Has average start-up (hitting on frames 10-12) and ending lag, but decent range for Jigglypuff. Mid-low knockback, cannot combo or KO effectively.
Dash attack   12% (clean), 8% (late) Leaps forward with a headbutt. Hits on frame 5-15. KOs at 110% at the ledge, and 149% from the centre of Final Destination.
Forward smash   16% (clean), 13% (late) Slides forward while sticking its foot out. Short duration, but average startup (first hitting on frame 16) and ending lag, and deals strong knockback, KOing uncharged at 110% and fully charged at 70% from the centre of Final Destination.
Up smash   15% (head), 13% (body) Headbutts upward. Works well with the DACUS, which 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. Active on frames 16-19.
Down smash   12% Puffs downward, kicking to both sides. Has short range, but deals decent knockback and launches at a perfectly horizontal angle, putting opponents in inconvenient places to recover. Active on frames 14-15.
Neutral aerial   10% (clean), 6% (late) Sticks its foot out, shrinking in on itself a little. A very long sex kick. KOs at 145% at the ledge.
Forward aerial   12%/10% (clean), 6% (late) Dropkicks forward. The clean hit's sweetspot is located closer to Jigglypuff, and is a decent finisher, KOing at 86% at the ledge and 122% from the centre of Final Destination. Active on frames 8-20.
Back aerial   12% A spin kick behind itself. Good for Wall of Pain and stage spiking, but KOs later compared to forward aerial. KOs at 132% at the ledge.
Up aerial   9% Waves one arm above itself. Has a long duration (frames 8-16), but a small hitbox. Low knockback up to 100% gives it decent combo ability. Cannot KO from the ground until 170%.
Down aerial   2% (hits 1-8) A spinning drill kick. Can cause tripping, allowing it to lead into Rest. All hits meteor smash grounded opponents, keeping them in place, while sending aerial opponents at a semi-spike angle. First hit starts on frame 5.
Grab   Hooks the opponent with its left arm. Low range.
Pummel   3% Slaps with its tuft of hair. Slow but highly damaging for a pummel.
Forward throw   5% (hit 1), 5% (throw) Puffs once, launching the opponent forward. Has very high base knockback, but very low knockback scaling.
Back throw   10% Back suplexes the opponent. Has similar knockback to forward throw.
Up throw   10% Spins once and throws the opponent up. Decent finisher near the top blast line. Jigglypuff's only throw that can KO in Sudden Death.
Down throw   4% (hit 1), 6% (throw) Rolls back and forth on the opponent.
Floor attack (front)   6% Spins its legs around while getting up, kicking in front and behind it. Short ranged.
Floor attack (back)   6% Spins its legs around while getting up, kicking in front and behind it. Short ranged. Makes a Rollout sound.
Floor attack (trip)   5% 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% Punches forward, giving Jigglypuff some horizontal momentum. Launches opponents either upward if hit close to Jigglypuff, or at a reverse horizontal angle if hit with the tip of its arm, and deals high shield damage. In midair, it can be aimed vertically, allowing it to significantly aid Jigglypuff's recovery if used repeatedly.
Up special Sing 5% (SSE) Sings to produce up to three consecutive musical waves, which put close opponents to sleep. Can only affect grounded opponents. Enemies in The Subspace Emissary take damage from the waves instead.
Down special Rest 15% Takes a nap, producing a hitbox at the center of its body for one frame and undergoing a brief period of intangibility. It is active on frame 2, making it the fastest attack in Jigglypuff's arsenal, and deals powerful knockback, KOing Mario at 67% from the ground and King Dedede at 87%. However, it has very short range and an extremely long duration of 249 frames (more than 4 seconds), leaving it very punishable if it misses or fails to KO the opponent.
Final Smash Puff Up 17% Slowly puffs up. At the apex of the move, any characters touching Jigglypuff will be pushed away, then launched horizontally as it deflates.

On-screen appearance[edit]

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

Taunts[edit]

  • 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
Cheer
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.
  • Up: Jumps up two times, then does an aerial flip.
  • Left: Attempts to bounce up, but ends up on its back.
  • Right: Rests, then wakes up for a split second before resting again.
Up Left Right
Jigglypuff-VictoryUp-SSBB.gif Jigglypuff-VictoryLeft-SSBB.gif Jigglypuff-VictoryRight-SSBB.gif

In competitive play[edit]

Matchups[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]

Trophies[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]

Jigglypuff
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

Trivia[edit]

  • 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 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].

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