in Super Smash Bros. Ultimate
|Other playable appearances||in SSB|
|Final Smash||Puff Up|
Jigglypuff (プリン, Purin) is a playable character in Super Smash Bros. Ultimate. It was revealed alongside the fellow Pokémon fighter Pichu and the rest of veterans on June 12th, 2018. Like in its appearances prior to Super Smash Bros. for Wii U, it is unlockable, instead of being available from the start. Jigglypuff is classified as Fighter #12, the last fighter number of the original Super Smash Bros. veterans.
As in Super Smash Bros. Melee, Super Smash Bros. Brawl, and Super Smash Bros. 4, Rachael Lillis' portrayal of Jigglypuff from Smash 64 was repurposed for the English version of Ultimate, in place of Michele Knotz, who currently voices it in the Pokémon anime. Mika Kanai, Jigglypuff's voice actress from all previous Smash games and the Pokémon anime, reprises her role in the Japanese version, with new voice clips. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from Brawl were repurposed for the French and German versions.
Jigglypuff is ranked 59th out of 82 in the current Ultimate tier list, putting it in C+ tier. This is a striking improvement from its placement in Smash 4 where it was ranked as the absolute worst character in the game. Jigglypuff's strength lies in its superb aerial game, which is the result of long-lasting aerials that, combined with its excellent air mobility and multiple jumps, can be used to wall out its opponents offstage. Jigglypuff also has a much easier time killing due to its quicker KO options, new KO setups, and more reliable Rest combos. Rest itself has more knockback and less endlag if Jigglypuff lands it, allowing Jigglypuff to escape potential punishes. Finally, Jigglypuff's ground game has been improved: its jab can confirm into back aerial or dash attack at high percents, its up tilt can combo into its other aerials and even Rest in some scenarios, and its forward throw can send opponents at a low angle, making it easier for Jigglypuff to utilize its strong edgeguards.
However, Jigglypuff still possesses many flaws. It still has very low range on its moves which makes it struggle against opponents with long range and characters who could camp very well. Its neutral game still remains poor due to its horrible grounded mobility and linear approach options, and it can have a difficult time hitting opponents that outspeed it. Finally, Jigglypuff's survivability is poor due to its low weight making it susceptible to KOs at an earlier percent than normal, and as a result, it's susceptible to trades at higher percents.
Overall, Jigglypuff's weaknesses balance out its strengths as it's a character who struggles a lot to get in, but has the ability to beat just about any character with only a few openings. Despite the character's inconsistencies and a small playerbase, Jigglypuff has seen strong representation at a major level thanks to players such as BassMage and Senra.
How to unlock
Complete one of the following:
- Play VS. matches, with Jigglypuff being the 15th character to be unlocked.
- Clear Classic Mode with Kirby or any character in his unlock tree, being the 2nd character unlocked after Ness.
- Have Jigglypuff join the player's party in World of Light.
With the exception of the third method, Jigglypuff must then be defeated on Saffron City. In World of Light, it is fought on the Ω form of Mushroom Kingdom U.
Jigglypuff is a character of extremes, as evident with its attributes: it has the 2nd fastest air speed, the highest air acceleration, the slowest falling speed, and the lowest gravity. These attributes make Jigglypuff a very mobile character in the air. However, it also has the 3rd slowest walk and run speed, the 6th slowest initial-dash, the 2nd lowest weight and jump force, and the 7th lowest traction. Collectively, these attributes render Jigglypuff unable to quickly traverse the stage on foot without relying on foxtrotting, 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 combination of light weight and floatiness results in Jigglypuff being fairly difficult to combo compared to most other characters, but conversely makes it fairly difficult for it to land onstage and escape a juggle without being forced to retreat offstage and grab the ledge.
Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes, and back air especially is safe on shield when properly spaced. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide within an attack's final frames if they attempt to challenge its moves. All of its aerials, aside from up aerial, also have enough range to be spaced effectively thanks to Jigglypuff's aerial mobility, allowing it to zone and approach opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and a fairly strong sex kick, even when stale, and can easily gimp poor recoveries due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good out of shield or approach option, and its long duration allows it to break combos quite effectively. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can easily force opponents off-stage and is the main component of the wall of pain technique: once an opponent is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Both neutral air and forward air can also lock with their late hits, and generally both attacks linger for a long time and are very useful for edgeguarding. Back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size. It even possesses some combo potential at very low percents, and the move in general greatly benefits from techniques like RAR. Similar to Marth, Roy, Lucina, and Chrom, the move also has the interesting trait of completely turning Jigglypuff around after its use. It is also safe on shield due to its high damage output and above-average hitlag, though it is also Jigglypuff's slowest aerial, making it a bit predictable. It also has a sweetspot closer to Jigglypuff's body, although this is difficult to hit due to the sourspot farther away taking priority. Up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with juggling, and it is also a situational finisher near the upper blast line that combos into most of its toolkit if used while landing. Lastly, down aerial can be used as a highly damaging out of shield option, a combo tool, and a pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves. As well, landing with it can lead into various other moves, allowing Jigglypuff to take stocks incredibly early, especially when factoring in the move's ability to autocancel and link into itself.
Jigglypuff's unmatched floatiness, exceptional air speed, multiple jumps, and strong air game give it a tremendous off-stage presence. Due to lacking a traditional recovery move, its recovery is fairly susceptible to gimping if it has used its jumps, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to mix-up against opponents that attempt to edgeguard it. With the aid of Pound, it can also stall its recovery and protect its landing. Jigglypuff is infamously fearsome at edgeguarding: with proper spacing and good timing, it can gimp even the farthest distanced recoveries without being put at risk; Cloud, Chrom, Ganondorf, Dr. Mario, Little Mac, and Min Min are perhaps the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience, causing their performances against Jigglypuff to revolve around maintaining stage control as much as possible.
This is not to say its grounded moves are useless, however, as they are surprisingly versatile for such an air-based character. Jigglypuff's neutral attack possesses incredible speed, can lock, and combos into its aforementioned back air. It also combos into dash attack, which can KO at unusually low percentages. Forward tilt is fast and highly damaging, and when angled down is its fastest option for hitting an opponent that is grabbing the ledge. Up tilt is relatively quick and possesses surprisingly good combo potential, whilst still maintaining the utility of a kill move at later percents. Down tilt is a semi-spike with high base knockback that can easily gimp many recoveries when used at the ledge, whilst also putting opponents in a bad position on stage should they miss their tech. As for its smash attacks, forward smash has surprisingly high knockback scaling, while down smash has intangibility on Jigglypuff's legs and the lowest launch angle of any other conventional semi-spike, causing characters with weaker recoveries to die at very low percents. It also possesses surprisingly fast grabs, and its down throw is a solid damage dealer which greatly benefits from throw invincibility, particularly in certain matchups or when playing in doubles. Its greatest grounded move, however, is its buffed Forward Throw, which sends opponents at a low angle when used near the ledge. This is a fantastic tool to have for a character that forces opponents to shield so often, especially due to Down Air's ability to combo directly into a grab. The angle forward throw sends at forces the opponent to pick an option, burn a resource, or both, making the edgeguarding guessing game much easier for the Jigglypuff player. As a cherry on top, at low percents, it can put opponents in a bad position onstage if they miss their tech, very similarly to their down tilt.
Jigglypuff also possesses an infamous trump card in Rest. Rest has powerful vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters as early as 50%. It hits on frame 2 with a flower effect and has full intangibility until Jigglypuff closes its eyes. In addition to being an incredible punishment option, the threat of Rest forces opponents to be very careful when using laggy moves, especially due to Jigglypuff's ability to perform an occasionally situational true combo into it. One of the best ways to confirm a Rest is with forward aerial: hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high rage. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with up aerial: should Jigglypuff land immediately after hitting the opponent, Rest can be landed without fail. This combo works optimally on platforms due to its limited percentage range and its ability to KO as early as 30%. Up tilt can also combo into Rest on its own or after a landing down aerial, which can be used to rack up at least 30% and potentially KO as well (especially on platforms), but the confirm has a tight percent window, as well as a sour spot that must be accounted for. Lastly, down air has two main Rest confirms: Drill Rest and Rising Dair Rest. Drill Rest involves using down air and landing on the ground before the final hit connects, buffering a rest so that the confirm lands as soon as possible. This confirm is strong against certain characters such as Kirby, Meta Knight, Mewtwo, Pichu, and opposing Jigglypuff, but aside from them and a select few other characters, it is very inconsistent and often not worth going for. Rising Dair Rest, on the other hand, is performed by rising with down air and buffering a jump rest. This is much more consistent overall against the entire cast, but like up tilt Rest, it has a tight percent window that varies from character to character.
Other methods of safely using Rest involve crouching, buffering, a footstool jump, a jab reset, or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest infamously possesses extremely high ending lag, making it very easy to punish if whiffed, though Jigglypuff can skip some of the move's ending lag if it is successfully landed.
To balance out all of these strengths, Jigglypuff is held back by numerous weaknesses. The most detrimental is its survivability: Jigglypuff's stats result in it having among the worst endurance out of any character in the game. As a result, it can be knocked out as early as 30% with a sufficiently strong attack. Rage is an additional burden, since opponents can send it flying even earlier with it while Jigglypuff may not survive long enough to fully reap the benefits of rage itself. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff's shield jump launches it upward with enough force to KO it even in the largest of stages, although this weakness rarely comes into effect in competitive play, where shieldbreaks are uncommon.
Furthermore, Jigglypuff has a very problematic ground game. Although most of its ground moves are fast in proportion to their power, its lack of range and slow ground movement prevent it from racking up large amounts of damage with the majority of said moves. This is worsened when considering the utility of its grounded attacks, which as mentioned are quite high for such an air heavy character. The main exception is its up smash, a very barebones move that only barely accomplishes its job of being a consistent anti air that kills at reasonable percents. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game, landing a grab can sometimes be difficult. Its throws are also a mixed bag; whilst the previously mentioned down throw and forward throw are very effective, back throw is similar to up smash in that it's a very one-dimensional move that is barely good enough at its job to be worth using, only instead it's a positioning tool instead of an anti-air. Up throw is even worse; despite being its strongest kill throw, it is not able to KO reliably even well beyond 200%, and it has very little utility outside of this role. This results in Jigglypuff being easily kept at bay by shields without the usage of Pound's high shield damage and mix-ups with its grab.
Jigglypuff's approach, despite being good in the air, is somewhat predictable. Most of the time, Jigglypuff is forced to remain close to the opponent, read their option in order to approach, or bait them in order to make a move. Its aerial moves are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its high endlag and ineffective sourspot. Coupled with the overall short range on its attacks, it has notoriously difficult matchups against characters with large disjoints like Ike, Lucina, and Shulk. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in Ultimate, its ground movement is among 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 with their floatiness makes Jigglypuff relatively slow. This is especially a problem against speed demons such as Fox and Sonic, who can more easily force Jigglypuff to approach them than vice versa. Lastly, due to its reliance on taking stocks with an edgeguard or a Rest setup, it can sometimes struggle to take stocks without committing to one strong attack, especially against heavier characters with great recoveries such Terry and Yoshi.
Overall, Jigglypuff is an air-based glass cannon that can quickly rack up damage or KO opponents, but in return can be KOed just as quickly. Its strengths are on par with its weaknesses, and while it has lower representation than most other characters due to the aforementioned weaknesses, it has received strong results from players such as BassMage and Senra.
Changes from Super Smash Bros. 4
Jigglypuff was infamous for being one of the worst characters in the two previous games, due to its high amount of weaknesses, such as being the lightest and floatiest character (which gives it among the shortest-lived, yet worst disadvantage states), having a predictable and linear approach, its short range, lack of projectile, and being prone to projectile and mobility camping. These issues were made much more apparent in SSB4, due to the game's polarized balance and universal mechanics adversely working against Jigglypuff, the most notable being rage and ledge trumping. Most likely owing to its consistently poorly regarded status, Jigglypuff has been noticeably buffed in the transition to Ultimate.
Jigglypuff's most notable direct changes are to its aerial attacks and its special moveset. Like with most other veterans, Jigglypuff's aerial attacks have greatly reduced landing lag, which when combined with its faster air speed allows Jigglypuff to more easily string its aerial attacks into one another, once again significantly strengthening some of its lost combo game from Melee. In addition, Pound has less ending lag than in SSB4, giving it combo potential as well as helping with vertical recovery; Rest is now interruptible significantly earlier, being 20 frames faster than previous games, and an additional 25 frames earlier if it connects; and Sing is notably faster with more range, along with its sleep time being increased, making it a viable tool for the first time in the series, although it still remains risky and easily punishable if not used in specific setups.
Jigglypuff also significantly benefits from a few of the reworked game mechanics in Ultimate. The changes to air dodges and the reduction of edge sizes on most stages have virtually restored Jigglypuff's strong edgeguarding capabilities, exponentially improving its already large offstage presence when combined with its improved aerial kit and mobility, which allows Jigglypuff to perform techniques like its renowned Wall of Pain more effectively. The reintroduction of directional air dodges also grants Jigglypuff an additional recovery option, improving its offstage survivability. In addition, Jigglypuff arguably benefits the most from the weakening of the rage mechanic, which slightly improves its otherwise abysmal endurance.
However, Jigglypuff is not without some minor nerfs. Although Jigglypuff did gain a more useful forward throw, its already bad grab game was made worse, as its grabs, while among the fastest, were made slightly more laggy, along with its up throw doing less damage. However, buffs Jigglypuff received later in game significantly improved its grabs. Pound's recovery potential was also nerfed, as Jigglypuff will no longer immediately accelerate in the air during its startup, making consecutive usage of the move a less effective recovery tactic.
Although Jigglypuff does benefit from the aerial-based changes to gameplay mechanics for Ultimate, some of the other gameplay changes have also hurt Jigglypuff. While the changes to air dodges overall benefit it, they also make Jigglypuff more vulnerable in the air, as they render it even more susceptible to juggling and now force it to mix up its recovery (though the latter point is slightly counterbalanced by the reintroduction of directional air dodging). In addition, the changes to jostling mechanics make Jigglypuff unable to pass through other fighters while running, making Rest much harder to land via running into opponents. Of note is that many of Jigglypuff's primary flaws that have plagued it in previous games are still present in Ultimate, such as a ludicrously low endurance (and being instantly KO'd if its shield is broken), and highly polarized neutral game as a result of its poor ground mobility and limited ground game, its short range, no projectile, and highly limited grab game. Ultimate also includes many more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against.
Overall, Jigglypuff's buffs heavily outweigh its nerfs, and in result, it is significantly more effective than in Brawl and SSB4, becoming once again a proper "glass cannon". Jigglypuff has also received some very notable buffs in game updates; improving its viability in competitive play dramatically. However, Jigglypuff still notably falls behind when compared to its appearance in Melee, as its positive traits, while notably improved, are still not nearly as strong as in said game, while its drawbacks still remain intact from previous appearances. Jigglypuff's perception within the community is much better compared to SSB4: while Jigglypuff's tournament representation in Ultimate still remains small, it is agreed to no longer be one of the worst characters in the game, and it has achieved some success thanks to players such as Arika, Senra, Cannon Red, and most notably, BassMage. This has led to many professional players to consider Jigglypuff to be a mid-tier character, although whether or not it has room to rise remains to be seen. In the end, Jigglypuff's competitive viability remains a high topic of debate.
- Due to the aesthetic used in Ultimate, Jigglypuff's model features a more subdued color scheme. Its irises are more detailed, and its eyes and ears are slightly smaller. It more closely resembles its appearance in recent mainline Pokémon titles as a result.
- The animation where Jigglypuff looks back is an idle pose rather than being a part of its main animation, although it reuses its idle animation from past games when holding a small item.
- Jigglypuff is slightly more expressive, using a wider variety of expressions rather than simply smiling. For instance, it appears angry when throwing an opponent or charging its side smash, and it has a pained look when shielding.
- Jigglypuff's ears fold slightly inward when using Rollout or Rest.
- Jigglypuff has new walking animations. Its slow-walking animation is a tiptoe similar to its running animation, while its standard walking animation faces more toward the screen.
- Jigglypuff's air dodge animation has changed, with it posing more gracefully during the ending lag.
- Jigglypuff has two new victory poses:
- It jumps twice, spins around, and assumes a pose similar to its render from SSB4.
- It runs into the scene, does a backflip, and assumes a pose similar to its official art from Pokémon Yellow Version.
- In the Japanese language, Sing and Puff Up now use a smooth echo effect instead of a reverberating echo effect, matching the rest of the languages (except the latter in English); the former's effect itself has also been toned down, and for the latter, it uses the regular echo effect used by other characters, instead of the voice clip itself having the effect, akin to the French and German versions.
- Like all characters, Jigglypuff's jumpsquat animation takes 3 frames to complete (down from 6).
- Jigglypuff runs slightly faster (1.155 → 1.271).
- Jigglypuff's initial dash is faster (1.4 → 1.65).
- Jigglypuff walks slightly faster (0.7 → 0.735).
- Jigglypuff's air speed is faster, now being nearly as fast as it was in Melee (1.269 → 1.332).
- Jigglypuff's traction is higher (0.0718 → 0.087), but much lower relative to the returning cast, going from the 2nd highest in SSB4 to now tying for the 75th highest in Ultimate.
- Forward roll grants less intangibility (frames 4-17 → 4-15).
- Back roll has slower startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
- Spot dodge has less startup (frame 4 → 3) and ending lag (FAF 29 → 27).
- Spot dodge grants less intangibility (frames 4-19 → 3-17).
- Air dodge grants more intangibility (frames 4-29 → 4-32).
- Air dodge has significantly more ending lag (FAF 35 → 64), becoming the slowest in the game. This makes it much more punishable, and removes its former ability to bait approaches in combination with Jigglypuff's floatiness and fast aerial movement.
- The changes to air dodges significantly improve the effectiveness of Jigglypuff's aerial attacks, making them much harder to avoid. Thanks to this, Jigglypuff regains a large part of its edgeguarding capabilities.
- Additionally, the reintroduction of directional air dodges further improve Jigglypuff's recovery, granting it additional distance after having used up all jumps.
- The homogenization of fall speeds during vertical knockback significantly improves Jigglypuff's survivability, but makes it considerably more susceptible to combos.
- Jigglypuff arguably benefits most from the weakening of the rage mechanic, increasing its endurance.
- Neutral attack:
- The first hit transitions into the second hit faster (frame 9 → 7).
- The second hit launches at a lower angle that is consistent throughout (55°/65° → 361°), and has more base knockback (22 → 50), increasing its efficiency in keeping opponents away.
- Both hits have a higher hitlag multiplier (1× → 1.3× (hit 1), 1.7× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
- The first hit has altered angles (60°/78° → 361°/180°) and knockback (12 base/50 scaling → 18/20 base/25/20 scaling) to keep opponents close to Jigglypuff, akin to other neutral attacks. This allows it to connect better into the second hit, and restores its jab lock ability from previous games, but hinders its jab cancel setups.
- Forward tilt:
- Forward tilt has less ending lag (FAF 28 → 25). Combined with the increased shieldstun for tilt attacks, this makes it safer on shield.
- Up tilt:
- Up tilt has one frame more ending lag (FAF 24 → 25).
- Down tilt:
- Down tilt has increased knockback scaling (55 → 68), allowing it to KO under 200% from the center of Final Destination.
- Dash attack:
- Dash attack's clean hit has increased base knockback (16 → 57), with its knockback scaling compensated (100 → 83). This improves its safety on hit at low percents, while keeping its KO ability at high percents.
- It has larger hitboxes (5u (clean)/4u (late) → 5.5u/4.5u) and better hitbox placement, giving it more range.
- It launches at a different angle (361° → 43°), removing its ability to lock opponents.
- The clean hit has a shorter duration (frames 5-9 → 5-7), with the late hit lasting longer instead (frames 10-20 → 8-20).
- The late hit has less knockback scaling (100 → 83).
- It has a new animation where Jigglypuff's face is angled toward the screen with its limbs more elegantly spread.
- Forward smash:
- Forward smash deals more damage (15% → 16% (clean), 12% → 14% (late)), with knockback scaling mostly compensated only on the clean hit (115 → 110), improving its KO potential.
- The animations of both the charge and execution of the move have changed. Jigglypuff charges it by holding its foot behind itself, then swiftly swings its foot around to execute a roundhouse kick, similar to Kirby.
- Up smash:
- Up smash deals more damage with no sourspot (14%/12% → 15%), and knockback scaling mostly compensated (105 → 100), making its KO ability more consistent.
- While the hitbox placement is better, the size of the hitbox has been reduced (7.2u → 6u).
- Down smash:
- Down smash has a longer hitbox duration (frames 14-15 → 14-16).
- The changes to the 0° launch angle cause the attack's angle to increase at higher percents.
- However, it has much greater knockback scaling (69 → 99), significantly improving its KO potential despite these changes.
- All aerials have less landing lag (15 frames → 9 (neutral, forward, up), 18 → 8 (back), 30 → 12 (down)).
- Neutral aerial:
- Neutral aerial's clean hit uses an extended hitbox with better placement and horizontal reach (Z offset: 8u → 9u-10u).
- Forward aerial:
- Forward aerial has better hitbox placement and horizontal reach (Z offset: 9u → 10u).
- Back aerial:
- Back aerial has less startup lag (frame 12 → 10), and endlag (FAF 40 → 36).
- It auto-cancels earlier (frame 28 → 26).
- Back air turns Jigglypuff around after its use, akin to Marth's back aerial. This is an overall nerf to the move, as Jigglypuff can no longer repeatedly use back air in the same direction. This makes it harder to land compared to other aerials.
- Up aerial:
- Up aerial has less ending lag (FAF 45 → 40).
- Down aerial:
- It auto-cancels earlier (frame 45 → 42), allowing it to auto-cancel in a short hop if buffered immediately.
- Jigglypuff can no longer jump out of a full hopped down aerial onstage due to the changes to full hops, making it harder to follow up.
Throws and other attacks
- All grabs have more ending lag (FAF 27 → 33 (standing), 33 → 40 (dash), 32 → 35 (pivot)).
- Dash and pivot grabs have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
- Jigglypuff has a new pummel: it kicks opponents with one foot instead of slapping them. It also has an angry face.
- Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 10 → 1) and ending lag (FAF 21 → 7), shortening its duration.
- It deals much less damage (3% → 1.3%).
- Forward throw:
- Forward throw launches at a much more desirable angle for edgeguarding (55° → 35°), and has slightly more base knockback (100 → 103).
- The speed of back throw and up throw is no longer weight-dependent.
- Up throw:
- Up throw has less ending lag (FAF 42 → 38).
- It deals less damage (10% → 8%), although with its base knockback somewhat compensated (110 → 130).
- Down throw:
- Down throw's first hit deals more damage (4% → 6%; 10% → 12% total).
- It has more base knockback (100 → 105), and a lower launch angle (80° → 75°).
- Edge attack:
- Edge attack deals more damage (6% → 8%).
- Rollout deals more damage (6%-14% → 10%-20%), with its knockback not fully compensated (30 base/92/102 scaling → 60 base/60 scaling), increasing its KO potential.
- It reaches its full charge faster (frame 60 → 51).
- Jigglypuff's has a significantly increased fall speed (0.98 → 2.00) and gravity while falling during the ending of Rollout. As a result, it has much less ending lag on hit (FAF 73 → 53).
- Due to this, Jigglypuff is able to move after hitting an opponent with Rollout in the air, like in Brawl, preventing it from self-destructing if the move is landed offstage.
- Additionally, Jigglypuff can grab ledges during this state.
- Grass terrain no longer allows for faster turning while using Rollout, but ice terrain still prevents turning.
- Rollout can no longer be held indefinitely, instead being unleashed automatically one second after it becomes fully charged.
- Jigglypuff cannot roll through opponents while turning, removing the ability to cross up counters.
- Jigglypuff can no longer retain Rollout's full power when releasing it in the air and reversing it immediately.
- After reversing twice, Rollout deals less damage than normal.
- The duration of Rollout is now dependant on how long it was charged. Uncharged, this makes the move less laggy, as it has no hitbox, but with charge on it, the move's hitbox duration is reduced.
- The aerial version launches at the same angle as the grounded version (90° → 30°).
- Jigglypuff's rolling animation speed scales with size, so that it better matches the speed Jigglypuff moves along the ground, which is unaffected by size.
- An unknown bug may cause the rebound to send Jigglypuff much higher, cause it to fall slower, and prevent sideways movement.
- Pound has less ending lag (FAF 46 → 40) and has gained a hitstun modifier of 2, allowing it to true combo into other moves (including Rest), and slightly boost Jigglypuff's vertical recovery without use of a ledge.
- It has gained a shieldstun multiplier of 1.5×, improving its shield pressuring ability.
- It has more range when used in the air.
- Jigglypuff can no longer accelerate in the air during the startup of Pound when acting out of a previous Pound before the animation ends, making consecutive Pounds to recover much less effective.
- Pound's animation is longer (45 frames → 49), increasing the amount of time Jigglypuff's air mobility is locked if the move is not interrupted, and further worsening the above issue.
- All of Sing's hits have less startup lag (hit 1: frame 29 → 27, hit 2: 73 → 61, hit 3: 122 → 100).
- It has significantly less ending lag (FAF 180 → 150).
- It has slightly more range.
- It has more knockback scaling (30/10 → 40/30), putting opponents to sleep for longer as a result. Combined with its lower ending lag, opponents can no longer wake up before Jigglypuff can act.
- Jigglypuff can move slightly while using Sing in the air.
- Jigglypuff now blinks when releasing each of the sound waves, instead of opening its eyes completely like in Smash 4.
- Rest has significantly less ending lag, especially if it hits (FAF 230 → 210 (miss), 187 (hit)), reducing the risk of respawning opponents punishing Jigglypuff after getting KOed by the move.
- This makes it possible to recover back to the ledge after landing Rest offstage, albeit with significant risk of being edgeguarded.
- Its hitbox size has been increased (3.4u → 3.8u).
- Due to the altered jostle mechanics preventing characters from running through each other, Rest can no longer hit most characters out of a walk or run.
- Rest triggers Special Zoom upon connecting.
- Rest has significantly less ending lag, especially if it hits (FAF 230 → 210 (miss), 187 (hit)), reducing the risk of respawning opponents punishing Jigglypuff after getting KOed by the move.
- Puff Up:
- Puff Up is much faster than the previous games. When it ends, Jigglypuff aesthetically "pops", and then deflates to normal size, mimicking a balloon. Jigglypuff additionally shrinks considerably faster at the end. It also has an angry expression while inflating, resembling the face the Jigglypuff from the anime makes when someone falls asleep after it sings.
- The damage of Puff Up, previously 17% in a single hit, has been split into two hits that deal 10% and 25% damage, respectively.
- Puff Up being faster means it can catch opponents off-guard easier and not give them time to prepare to try to survive it. On the other hand, the slower version could keep opponents off of the stage for longer and hinder their recovery by preventing them from landing or grabbing the ledge, while Puff Up being faster means recoveries don't need to stall as long to wait to get back on stage.
Jigglypuff has been buffed significantly by game updates. Update 2.0.0 granted minor lag reductions to its forward tilt and back aerial, more knockback to down tilt, more damage to up smash's sourpot, and a more favorable launching angle to forward throw. Jigglypuff received more substantial buffs from update 6.0.0. Its air dodges had their ending lag noticeably decreased, which makes them safer and improves Jigglypuff's recovery and defense. Forward throw's launching angle was lowered once again, which further improved it as a setup for edge guards. The most notable buffs, however, were down aerial's decreased vulnerability and Pound's increased hitstun, both of which improve Jigglypuff's combo game and even allow for new KO confirm setups into Rest.
After many inconsequential patches, Jigglypuff was buffed once again in update 13.0.0. Back air and the second hit of neutral attack had their endlag decreased, along with decreasing the former's landing lag, improving their safety and combo potential. Down throw had its knockback decreased, giving it combo potential on the biggest of characters at very low percents. The decreased ending lag on its jab notably turned it in a reliable combo tool, granting Jigglypuff access to a "jair" (jab 2 to back aerial) kill confirm reminescent of Roy's similar combo.
Some top players agree that the buffs have strengthened Jigglypuff's punish game, with players such as Hungrybox expressing more interest in the character and playing the game more competitively due to these buffs.
Overall, Jigglypuff stands far better than it was at release, going from a bottom 10 character to a solid mid-tier character.
- Forward tilt has less ending lag (FAF 28 → 25).
- Down tilt has more knockback scaling (55 → 68).
- Up smash's sourspot deals more damage, now doing the same damage as the whole move (13% → 15%).
- Back aerial has less start-up (frame 12 → 10).
- The ending lag has also been decreased (FAF 40 → 38) and it autocancels earlier (frame 28 → 26).
- Forward throw launch angle altered (55° → 50°), now sending people into a more desirable angle for edge guarding.
- The Final Smash Meter version of Puff Up has a higher knockback multiplier (x0.815 → x0.92).
- Puff Up has a stronger pushbox while growing (FKB: 40 → 75).
- Neutral attack 1 connects into neutral attack 2 more reliably (hitbox 0 base knockback: 25 → 18).
- Neutral attack 2 has more range (hitbox 1 Z offset: 8.5u → 8.5u-9.0u).
- Air dodge has less ending lag (FAF 75 → 64 (neutral), 123 → 107 (side), 175 → 159 (up), 103 → 86 (down)), no longer being laggier than every other air dodge in the game by a wide margin, although it is still the slowest.
- Down aerial has less landing lag (15 frames → 12) and auto-cancels earlier (frame 45 → 42), allowing it to auto-cancel in a short hop if buffered immediately.
- Forward throw launches at a much lower angle (50° → 35°), greatly improving its edgeguarding ability.
- Rollout reaches its full charge faster (frame 60 → 51).
- Pound inflicts 2 additional frames of hitstun, and has gained a shieldstun multiplier of 1.5×, improving its combo potential and shield pressuring ability.
- Puff Up slows opponents more during startup (3x → 7x).
- Changed the length of vulnerability when crumpling to be consistent with other fighters.
- Jiggylpuff can now perform its aerial jumps while charging an item that requires said mechanism.
- The second hit of neutral attack has less ending lag (FAF 20 → 17).
- Back aerial has less ending lag (FAF 38 → 36), and landing lag (11 frames → 8).
- Down throw has lower base knockback (105 → 90), and has less ending lag (FAF 85 → 84), improving its followup potential.
- Jigglypuff can perform 5 double jumps.
- If Jigglypuff's shield breaks, it immediately ascends to the top blast zone and gets knocked out if there's no ceiling to stop it.
For a gallery of Jigglypuff's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
|Neutral attack||Jab (たたき) / Continuous Jab (つづけてたたき)||3%||Jigglypuff performs two alternating punches. After patch 13.0.0, jab 2 can combo into grab, dash attack, or even back air to KO depending on percentages and stage positioning.|
|Forward tilt||Rolling Kick (まわしげり, Roundhouse Kick)||10%||A roundhouse kick. It can be angled, and can lock at low percents.|
|Up tilt||Back Kick (うしろあしげり)||9% (clean), 8% (late)||A scorpion kick. Unless the opponent has a tall hurtbox, this move will fail to hit anyone in front of Jigglypuff. Can combo into itself or an aerial at low percents, and KO after 130%.|
|Down tilt||Leg Sweep (あしばらい)||10%||A low to the ground shin kick. Launches opponents at a semi-spike angle.|
|Dash attack||Jiggly Ram (ダイビング, Diving)||12% (clean), 8% (late)||Leaps forwards while doing a headbutt. The clean hit can KO around 100% at ledge.|
|Forward smash||Lunge Kick (とびこみげり)||16% (clean), 14% (late)||Lunges forwards while kicking. Can lock at low percentages.|
|Up smash||Headbutt (ずつき)||15%||An upwards headbutt.|
|Down smash||Jiggly Split (りょうあしげり, Double-Footed Kick)||11%||A spinning split kick. Grants intangibility on Jigglypuff's feet (frames 10-12). Opponents with high damage are launched at a higher angle. Launches opponents at a semi-spike angle.|
|Neutral aerial||Jigglypuff Kick (プリンキック)||11% (clean), 6% (late)||A flying kick. It is a sex kick with a long-lasting late hitbox. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted. Commonly used to block opponents from reaching the edge and KO's off the side sooner than forward air.|
|Forward aerial||Front Kick (まえげり)||9% (clean), 6% (late)||A dropkick. Somewhat weak knockback, but good for spacing. Has a lingering hitbox (though it does not last as long as neutral aerial's hitbox), while its late hitbox can combo into Rest. Autocancels, but only if quickly inputted after a short hop.|
|Back aerial||Spinning Back Kick (うしろげり)||13%||A spinning back kick. This causes Jigglypuff to turn around, similar to Marth's back aerial. This move is Jigglypuff's slowest aerial, and it lacks a lingering hitbox unlike its other aerials, but has strong knockback, especially on the sweetspot, accompanied by high safety on shield and good range while still being reasonably quick, making it a potent finisher.|
|Up aerial||Clean Sweep (なぎはらい)||9%||Waves its arm in an overhead arcing motion. Good for juggling, and can be used to initiate combos if it hits an opponent just before Jigglypuff lands. Used in this fashion it can confirm into Sing on platforms if the opponent does not tech properly. Up aerial alone can lead straight to Rest in some situations as well.|
|Down aerial||Spinning Kick (かいてんげり)||1.5% (hits 1-8), 2% (hit 9)||A diagonal corkscrew dropkick. Good out of shield option. One of Jigglypuff's best moves as the move can combo into itself multiple times, as well as most of Jigglypuff's kit. Landing down air can combo into up tilt, grab and rest, but the latter is too inconsistent and matchup dependant for the risk of whiffing rest.|
|Grab||Grab (つかみ)||—||Reaches out. Has very short range, but is very fast, tied as the fastest grab in the game at frame 6, with only Pichu's grab having less ending lag.|
|Pummel||Grab Kick (つかみキック)||1.3%||Kicks the opponent.|
|Forward throw||Bumper (バンパー)||5% (hit 1), 5% (throw)||Puffs up once to launch the opponent forward. Despite its moderate knockback, its KO potential is abysmal KOing at 339%. Instead, it is much more effective for setting up edgeguards and tech chases due to its low endlag and horizontal launch angle.|
|Back throw||Brain Buster (ブレーンバスター)||10%||A German suplex. Like its forward throw, this move is useful for setting up edgeguards and it only KOs at 316%.|
|Up throw||Tornado Throw (たつまきなげ)||8%||Spins once to fling the opponent upward, leaving a trail of sparkles. Has high base knockback, but is offset by its low growth and only KOing at 267%.|
|Down throw||Grinder (ぐりぐり)||6% (hit 1), 6% (throw)||Pins the opponent to the ground and then rolls back and forth on their back, which launches them upward and only KOing at 345%. Only combos on the biggest of characters at very low percents, though has relatively high damage for a throw, especially in a 1v1.|
|Floor attack (front)||7%||Spins around to kick in front of itself and behind itself.|
|Floor attack (back)||7%||Kicks in front of itself and behind itself.|
|Floor attack (trip)||5%||Spins on the ground, kicking on both sides.|
|Edge attack||8%||Performs a flipping kick while climbing up the stage.|
|Neutral special||Rollout||10% (minimally charged), 20% (fully charged), 33% (maximum via slopes)||Rolls forward to slam into the opponent. Its power, range, and speed can be increased by holding the special button. It cannot be held indefinitely, however, and will automatically release a little bit after it reaches max charge. When fully charged, it does quite a bit of shield damage. If not charged until Jigglypuff glows, it will harmlessly roll once. On the ground, Rollout's direction can be changed mid-roll, which deals no damage until the turn is complete; in the air, pressing left or right will alter Jigglypuff's roll speed. When Rollout is fully charged, Jigglypuff will voice its name and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else, apart from shifting its direction, until it lands or is hit. It can, however, control its direction during the rebound. This makes Rollout dangerous to use off-stage or at an edge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the lower blast line. It can grab edges during the rebound, but it's still unsafe, especially if Rollout is perfect shielded.|
|Side special||Pound||11%||Rears its arm back and then throws a punch, taking a step forward. Deals moderate knockback, though unable to KO at realistic percents. Its momentum moves Jigglypuff sideways (which can be slightly shifted upwards or downwards by pushing the control stick up or down immediately after the input), making it one of the two special moves it can use to recover. It also does a high amount of shield damage along with large hitstun, and has a surprisingly large, long-lasting hitbox that doesn't lose power.|
|Up special||Sing||—||Sings a song that puts nearby opponents to sleep. The more damaged opponents are, the longer they will sleep, making them open for a followup attack, most notably charged forward smash and Rest, even at very low percents. Jigglypuff can sweetspot ledges during the entire move, allowing Sing to set up a punish from a ledge. However, the song is short-ranged, has a reactable startup of 27 frames, consists of three brief pauses, and leaves Jigglypuff itself vulnerable to being attacked. It can simply be shielded and has a massive punish window if blocked like this. Unlike typical up specials, Sing does not grant any vertical distance, but it does retain slight mobility. It can also be used after a Lock.|
|Down special||Rest||20% (move), 1% (flower loop)||Falls asleep, dealing a single hard hit to any opponents directly touching Jigglypuff. It has almost no start-up lag (2 frames) and deals an extreme amount of vertical knockback if landed, and benefits from rage, due to possessing very high base knockback. It also puts a flower on the opponent's head that deals continuous damage. If Rest lands, Jigglypuff will be able to act as soon as its eyes open, making it somewhat hard to punish. It takes it slightly longer to act if it whiffs; after it opens its eyes, but before it shakes itself. Jigglypuff gains invincibility for the first 27 frames when the move is used (before its eyes close) which can initially prevent counterattacks from hitting Jigglypuff and situationally combo break, though this is detrimental due to the move's extreme ending lag.|
|Final Smash||Puff Up||10% (hit 1), 25% (hit 2)||Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before "popping" and quickly deflating back to its normal size. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape. There are two hitboxes, with the second one dealing more damage and knockback than the first.|
- Emerges from a Poké Ball and spins while floating before landing.
- Up taunt: Spins around on one foot, then faces at the screen inflated, saying "Jigglypuff!" (プリプリーン！)
- Side taunt: Twirls around many times, then poses (similar to Kirby's side taunt, except it twirls faster). Performed significantly faster than in previous games.
- Down taunt: Breathes all the air out of itself and falls to the ground, flattened. It inflates itself upon contact, similar to its fainting animation in home-console Pokémon spin-offs, such as Pokémon Stadium and Pokémon Battle Revolution.
- Looks at its side while jumping.
|Cheer (English)||Cheer (Japanese/Chinese)||Cheer (Italian)||Cheer (Dutch)||Cheer (French)|
|Description||Jigglypuff!||Pu - ri - n!||Jigglyyyyy - Puuuuuff!||Jigglypuff!||Rondoudou!|
|Cheer (German)||Cheer (Spanish)||Cheer (Russian)||Cheer (Korean)|
|Description||Pu - mme - luff!||Jigglypuff!||Jigg - ly - puff!||Pu - rin!|
- Left: It jumps twice, spins around, and assumes a pose similar to its render from SSB4.
- Up: Runs into the scene, loses its balance, then backflips and assumes a pose similar to its official sprite from Pokémon Yellow.
- Right: Sleeps and then suddenly wakes up, continuing to drift in and out of consciousness.
In competitive play
Tier placement and history
During the early metagame, opinions on Jigglypuff's viability were rather low, with most top players, including Marss, Dabuz, and Zackray, considering the character to be low-tier at best, because, although Jigglypuff moderately improved in its transition from SSB4, it still held exploitable weaknesses carried over from the previous game, with some players arguing that its matchup spread, neutral game, and KO options remained poor. Despite receiving buffs in patch 6.0.0, the efforts of players such as Arika and BassMage, and positive opinions from players such as MkLeo, ESAM, and Maister, Jigglypuff saw low representation and a slow-developing metagame both offline and online compared to other low-tier characters.
Following the return of offline events, however, a Jigglypuff renaissance took place to improving results from several Jigglypuff players such as Arika, BassMage, and Senra. BassMage began traveling more often, and has not only seen several high placements at major tournaments, but has defeated and went neck-to-neck with several top players as well. The improved results, along with additional buffs, helped the character's perception shift in a positive direction. Due to its steadily improving results, numerous buffs, and widespread representation, Jigglypuff is generally considered a mid-tier character which is reflected by its 59th ranking on the current tier list. Nevertheless, most people agree that Jigglypuff is far superior to its iteration in SSB4, where it was considered the worst character in the game for most of the game's lifespan.
Most historically significant players
See also: Category:Jigglypuff players (SSBU)
- Arika - One of the best Jigglypuff players in Japan. Placed 9th at both Karisuma SP 5 and TSC 13, 17th at both Karisuma SP 3 and Kagaribi, and 25th at Umebura SP 4 with wins over players such as T, Kirihara and HIKARU.
- BassMage - The best Jigglypuff player in the world. Placed 4th at Frosty Faustings XV 2023, 7th at both Ultimate WANTED 4 and Smash Ultimate Summit 4, 9th at Port Priority 6, and 13th at Low Tide City 2021, with wins over players such as Glutonny, Kola, and Chag. Currently ranked 1st on the Arizona Power Rankings. Online, placed 5th at SWT: NA Southwest Ultimate Online Qualifier and 7th at Frame Perfect Series 5: ONLINE.
- Cannon Red - Placed 7th at Ultimatum 2, 13th at Super Smash Fight Club 2, and 17th at River Rumble with wins over players such as Lima and MVD. Currently ranked 1st on the Oklahoma Power Rankings.
- Senra - The best Jigglypuff player in Japan and one of the best in the world. Placed 2nd at KOWLOON 4, 9th at KOWLOON 2, 13th at Kagaribi 9, 17th at Maesuma TOP 10, and 25th at Seibugeki 12 with wins over players such as HIKARU, Cosmos, and Nietono.
Classic Mode: All Original, All 64
True to its route's title, Jigglypuff's opponents are the "perfect-attendance crew", including itself. Each Round also involves both a stage and a music track that debuted in the original Super Smash Bros. The order of the Rounds begins with Link as the first opponent, just like in the 1P Game of SSB. Although Master Hand is the final boss in SSB, Jigglypuff instead fights Giant Donkey Kong in the Final Round, most likely referencing his status as a unique mini-boss in SSB's 1P Game.
|1||Link||Hyrule Castle||Overworld Theme - The Legend of Zelda (64)||Link uses his Hero of the Wild alternate costume, referencing the Hero of Time's playable appearances in the original Super Smash Bros. and Super Smash Bros. Melee. When playing multiplayer, the second enemy Link uses his Hero of Twilight-inspired alternate costume, referencing the Hero of Twilight's playable appearances in Super Smash Bros. Brawl and Super Smash Bros. 4.|
|2||Mario||Peach's Castle||Ground Theme - Super Mario Bros. (64)|
|3||Samus and Yoshi||Super Happy Tree||Yoshi's Story (64)|
|4||Kirby and Fox||Dream Land||Gourmet Race (64)|
|5||Pikachu||Saffron City||Main Theme - Pokémon Red & Pokémon Blue (64)|
|6||Luigi, Ness, Captain Falcon, and Jigglypuff||Battlefield||Final Destination - Super Smash Bros.||The four opponents are the unlockable characters in SSB, and have been referred to as "secret perfect attendees" in Brawl. The enemy Jigglypuff uses its pink alternate costume, referencing how all of its alternate costumes in SSB are bows of different colors. If the player selects the pink costume, the enemy Jigglypuff will have the default costume.|
|Final||Giant Donkey Kong||Kongo Jungle (Ω form)||Jungle Level (64)|
Note: Due to Planet Zebes and Sector Z being the only SSB stages that didn't return in Ultimate, Samus and Fox are paired with Yoshi and Kirby, respectively.
Credits roll after completing Classic Mode. Completing it as Jigglypuff has Pokémon Center - Pokémon Red / Pokémon Blue accompany the credits.
Role in World of Light
Jigglypuff is absent from the World of Light opening cutscene, though it was vaporized and later imprisoned alongside the rest of the fighters (except for Kirby) when Galeem unleashed his beams of light.
Jigglypuff can be found in a green area at the east of a metropolis early by taking Sheik's route, and to reach it, the player must either cross a bridge or circle through a lake.
|12||Jigglypuff||3,300||Mushroom Kingdom U (Ω form)||Road to Viridian City - Pokémon Red / Pokémon Blue|
Jigglypuff's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Jigglypuff has been unlocked. Unlocking Jigglypuff in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in Ultimate.
In Spirit Battles
As the main opponent
|23||Rock Mario||Super Mario Series||•Metal Jigglypuff||4,200||Mario Galaxy (Battlefield form)||N/A||•The enemy's neutral special has increased power
•The enemy favors neutral specials
•The enemy is metal
|65||Big Urchin||Super Mario Series||•Giant Jigglypuff||3,800||Mushroom Kingdom U (Battlefield form)||•Item: Unira||•The enemy is giant
•The enemy is easily distracted by items
|Ground Theme / Underwater Theme - Super Mario 3D Land|
|80||The Odyssey||Super Mario Series||•Giant Jigglypuff||4,400||Rainbow Cruise||•Hard to Launch||•Timed battle (1:00)
•The enemy is hard to launch
•The enemy shields often
|188||Wind Fish||The Legend of Zelda Series||•Giant Jigglypuff||13,800||Temple (Battlefield form)||•Flowery
•Hazard: Slumber Floor
|•The floor is sleep-inducing
•You constantly take minor damage
•The enemy is giant
|Tal Tal Heights|
|337||Pitch||Kirby Series||•Jigglypuff||1,800||Green Greens (hazards off)||N/A||•Only certain Pokémon will emerge from Poké Balls (Fletchling)
•The enemy loves to jump
|338||ChuChu||Kirby Series||•Jigglypuff||2,400||Dream Land||•Hazard: Sticky Floor||•The floor is sticky||Planet Popstar|
|344||Gryll||Kirby Series||•Jigglypuff||1,700||Green Greens (Battlefield form)||•Item: Warp Star||•The enemy is easily distracted by items||Green Greens (Melee)|
|429||Clefairy||Pokémon Series||•Jigglypuff||1,800||Magicant||•Hazard: Screen Flip||•The screen will suddenly flip after a little while||Pokémon Center - Pokémon Red / Pokémon Blue|
|449||Chansey||Pokémon Series||•Jigglypuff (300 HP)||3,800||Pokémon Stadium||•Health Recovery||•Stamina battle
•The enemy is healed after a little while
|Pokémon Center - Pokémon Red / Pokémon Blue|
|452||Goldeen||Pokémon Series||•Jigglypuff Team ×4||1,400||Delfino Plaza||•Hazard: High Gravity||•All fighters have reduced jump power
•Only certain Pokémon will emerge from Poké Balls (Goldeen)
|Road to Viridian City - Pokémon Red / Pokémon Blue|
|469||Bellossom||Pokémon Series||•Jigglypuff||1,800||Yoshi's Island (Battlefield form)||•Item: Lip's Stick||•Only certain Pokémon will emerge from Poké Balls (Bellossom)
•The enemy is easily distracted by items
|Pokémon Gold / Pokémon Silver Medley|
|481||Miltank||Pokémon Series||•Jigglypuff||1,700||Gaur Plain (Battlefield form)||N/A||•The enemy's neutral special has increased power
•The enemy favors neutral specials
|Pokémon Gold / Pokémon Silver Medley|
|536||Meloetta (Aria Forme)||Pokémon Series||•Jigglypuff Team ×4||9,500||Prism Tower (Battlefield form)||•Hazard: Slumber Floor||•The floor is sleep-inducing
•The enemy favors neutral specials
•Only certain Pokémon will emerge from Poké Balls (Meloetta)
|808||Winged Pikmin||Pikmin Series||•Tiny Jigglypuff Team ×12 (10 HP)||2,000||Garden of Hope (Ω form)||•Item: Screw Attack||•Timed stamina battle (1:30)
•The enemy favors neutral air attacks
•Reinforcements will appear after an enemy is KO'd
|Garden of Hope (Original)|
|850||Celeste||Animal Crossing Series||•Jigglypuff||3,800||Smashville||N/A||•The enemy favors down specials||Outdoors at 7 p.m. (Sunny) / Main Street - Animal Crossing: New Leaf|
|863||Lottie||Animal Crossing Series||•Jigglypuff||1,700||Tomodachi Life||•Item: Hammer||•The enemy starts the battle with a Drill
•The enemy is easily distracted by items
|964||Tatsu||Xenoblade Chronicles Series||•Jigglypuff Team ×4||2,500||Gaur Plain (Battlefield form)||•Assist Trophy Enemies (Riki)||•Hostile assist trophies will appear||Gaur Plain|
|970||Tora||Xenoblade Chronicles Series||•Jigglypuff (80 HP)
•Daisy (80 HP)
|3,400||Gaur Plain (hazards off)||N/A||•Stamina battle
•The enemy's shield has extra durability
|Battle!! - Xenoblade Chronicles 2|
|Tiger! Tiger![SB 1]|
|1,182||Starly||The Legendary Starfy Series||•Jigglypuff||3,800||Tortimer Island (Battlefield form)||•Temporary Invincibility||•The enemy will occasionally be invincible after a little while||Tortimer Island Medley|
|1,196||The Chorus Kids||Rhythm Heaven Series
Rhythm Paradise Series
|•Jigglypuff ×3||9,100||Wii Fit Studio||N/A||•The enemy favors up specials
•The enemy is giant
•The enemy has increased attack power
|•Jigglypuff||9,100||Paper Mario||•Sudden Final Smash||•The enemy will suddenly have a Final Smash when the enemy's at high damage
•The enemy favors grabs and throws
|1,436||Ghast||Minecraft Series||•Giant Metal Jigglypuff||3,900||Norfair||•Assist Trophy Enemies (Andross)
•Hazard: Lava Floor
|•The floor is lava
•Hostile assist trophies will appear
•The enemy favors neutral air attacks
As a minion
|198||Darunia||The Legend of Zelda Series||•Donkey Kong
|1,400||Gerudo Valley (Battlefield form)||•Hazard: Lava Floor||•Defeat the main fighter to win
•The floor is lava
•The enemy starts the battle with a Hammer
|Hidden Mountain & Forest||Goron|
|690||Ball||Game & Watch Series||•Mr. Game & Watch
|3,900||Flat Zone X (hazards off)||•Item: Balls||•The enemy favors grabs and throws
•The enemy's throwing-type items have increased power
|Flat Zone 2||Ball|
|3,500||Pac-Land (Battlefield form)||•Assist Trophy Enemies (Ghosts)||•Hostile assist trophies will appear||PAC-MAN||Pinky|
|1,153||Lip||Panel de Pon Series||•Mii Swordfighter (Moveset 3122, Lip Wig, Lip Outfit, High Voice Type 4)
|9,200||Garden of Hope (hazards off)||•Flowery
•Item: Lip's Stick
|•Defeat the main fighter to win
•You constantly take minor damage
•The enemy starts the battle with a Lip's Stick
|Lip's Theme - Panel de Pon||Watabou the Fluffy|
|1,391||Dorothea||Fire Emblem Series||•Robin
|2,400||Garreg Mach Monastery (Reception Hall)||N/A||•Defeat the main fighter to win
•The enemy's electric attacks have increased power
|Fódlan Winds||Dorothea's voice.|
- ^ This alternative occurs when the corresponding DLC has been purchased and downloaded.
Taunting on Green Greens.
Putting Ganondorf to sleep with Sing on Town and City.
A giant Jigglypuff using its neutral attack on Toon Link, Pit, and Marth on The Great Cave Offensive.
Jigglypuff riding a Warp Star on Green Greens.
Using Rollout alongside Kirby who uses his Jigglypuff Copy Ability on Onett.
Jigglypuff using Rollout beside Togedemaru on Wii Fit Studio.
Jigglypuff, Ridley, Ice Climbers, and Zelda on Summit.
Jigglypuff next to Sora as he wakes up.
Fighter Showcase Video
- Jigglypuff is the only unlockable character in Ultimate to be fought on a Smash 64 stage, that being Saffron City.
- Ultimate is the first game since Smash 64 to have Jigglypuff's stock icon not include its entire body.
- Strangely, the second half of Jigglypuff's voice when it uses Sing is only present in the Sound Test when the language is set to Japanese.
- Additionally, its voice clip when falling asleep is not present in any language setting.
- Jigglypuff's route is one of only five whose route does not feature a designated boss at all (i.e. all opponents are otherwise playable), with the other four with the same attribute being Bayonetta, Terry, Steve and Kazuya.
- Jigglypuff is the only first-party fighter with this attribute, as well as the only fighter with this attribute that debuted in the first game.
- Jigglypuff, Ike, Ganondorf, Yoshi, Mr. Game & Watch, Link, Ness, Lucas, and King Dedede are the only characters in Ultimate who have kept the same falling speed for three games in a row.
- Despite Jigglypuff fighting all 12 characters from the original Super Smash Bros, Master Hand does not appear as its final boss.
- Because of this, Jigglypuff is the only Pokémon fighter not to face Master Hand.
- Excluding the Japanese version, Jigglypuff is the only vocal fighter who lacks any knockback voice clips.
- Jigglypuff's back aerial causes it to turn around after use. This makes it the only non-Fire Emblem fighter in the game with a back aerial of this type.
- Jigglypuff is the only character in the game whose item throws have reduced throw damage, with a 0.95× multiplier applied to them. This was also the case in Smash 4.
- Jigglypuff is the only Smash 64 character to not use any part of its character select animation in Smash 64 in its victory animations.