Jigglypuff (プリン, Purin) is a playable character in Super Smash Bros. Ultimate. It was confirmed on June 12th, 2018. Jigglypuff is classified as fighter #12.
As in Brawl and SSB4, Rachael Lillis's portrayals of Jigglypuff from 64 and Melee were repurposed for the English version of Ultimate. Mika Kanai, Jigglypuff's voice actress from SSB4 and the Pokémon anime, reprises her role in the Japanese version, using a combination of new voice clips and the ones recycled from Brawl. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from Brawl were repurposed for the French and German versions.
How to unlock
Complete one of the following:
With the exception of the third method, Jigglypuff must then be defeated on Saffron City.
Jigglypuff is a character of extremes, as evident with its attributes: it has the second-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 has the second-slowest walking speed, the third-slowest dashing speed, the fourth-slowest initial dash speed, the second-lightest weight and the lowest jump force. As such, these attributes make 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 as well, but conversely makes it fairly difficult for it to land.
Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes and, in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide within an attack's final frames. All of its aerials, aside from up aerial, also have enough range to be spaced correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and approach opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and 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. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can also easily put opponents off-stage, and is the main component of the wall of pain technique: once an opponent with a poor recovery is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size; similarly 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. Up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with juggling, and it is also a situational finisher near the upper blast line. Lastly, down aerial can be used as a highly damaging out of shield or pressuring option, 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, it can lead into Rest when landing with it, allowing Jigglypuff to take stocks incredibly early.
Jigglypuff's unmatched floatiness, very fast 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, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to disorient opponents that attempt to edgeguard it. With the aid of Pound, it can also stall its recovery and protect its landing. Jigglypuff is fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest distanced recoveries without being put at risk; Cloud, Chrom, Ganondorf, Dr. Mario and Little Mac are perhaps the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience, while the latter four performances against Jigglypuff revolve around maintaining stage control most of the time.
Finally, Jigglypuff has a trump card in Rest, its signature move; it has very high vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters at as early as 50%. It hits on frame 2 with a flower effect and has full intangibility until Jigglypuff closes its eyes. In addition to being 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 low as 35%.
Up tilt can also lead into Rest, which can be used to rack up at least 30%, but opponents can be launched too far away past low percentages. Lastly, retreating with down aerial can also work, but aside from being the hardest to perform, it is also the least likely to succeed. Other methods of safely using Rest involve crouching, buffering, a footstool jump, a jab reset, or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest has extremely slow interruptibility, making it very easy to punish if whiffed, though Jigglypuff can skip some of the move's ending lag if it is successfully landed.
However, 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 35% with a sufficiently strong attack. Rage is an additional burden, since opponents can send it flying even earlier with it. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff has a unique fighter ability in which its shield jump has enough force to KO it even from the very bottom of Palutena's Temple. This makes shielding very risky at low percentages, as the possibly survivable punishes normally received after a shield break are replaced by a guaranteed KO that can only be stopped by a ceiling.
Furthermore, Jigglypuff has a very problematic ground game. While most of its ground moves are fast in proportion to their power, its lack of range and slow grounded approach prevent it from racking up large amounts of damage with only a few moves. This is worsened when considering the utility of its grounded attacks: neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a semi-spike with high base knockback. As for its smash attacks, forward smash has surprisingly high knockback scaling, while down smash has intangibility and the lowest launch angle of any other conventional semi-spike. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game and a decently damaging set of throws, the former have very short range and the latter lack any follow-ups or KO potential, with its strongest throw, up throw, not being able to KO reliably even well beyond 200%. This also results in Jigglypuff being easily kept at bay by shields without the usage of Pound's high shield damage.
Jigglypuff's approach, despite being good in the air, is overall predictable. Most of the time, Jigglypuff might have to be close to the opponent, read its reaction in order to approach, or bait it in order to make its move. Its aerial moves are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration, despite its low cooldown. Coupled with the overall short range on its attacks, it 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 one of the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other lightweight characters can, and in turn makes it very troubling on the offensive side of battle should it be going against speedy characters, such as Fox.
Overall, Jigglypuff is an air-based glass cannon that can quickly rack up damage or KO opponents, but 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 its aforementioned weaknesses, it has received somewhat reasonable results from players such as Arika and BassMage.
Changes from Super Smash Bros. 4
Jigglypuff is infamous for being one of the worst characters in the two previous games, especially in SSB4, where it is widely accepted to be the very worst character. Because of this, Jigglypuff has been noticeably buffed in the transition to Ultimate, although to a lesser extent prior to game updates.
The most notable direct changes are to its aerial attacks, having greatly reduced landing lag. When combined with its faster air speed, this allows Jigglypuff to more easily string its aerial attacks into one another, significantly improving its combos and damage output. In addition, Pound has less ending lag than in SSB4, giving it combo potential as well as helping with vertical recovery, and Rest is now interruptible significantly earlier, being 20 frames fewer than previous games, and an additional 25 frames earlier if it connects. In addition, Sing is notably faster with more range, along with being much harder to mash out of, potentially making it a viable tool for the first time in the series, although it still remains very risky and easily punishable.
Some of the biggest buffs to Jigglypuff, however, come from the reworked game mechanics in Ultimate. Changes to air dodges greatly improve Jigglypuff's ability to use its aerial kit much more efficiently, and notably regaining its strong edgeguarding capabilities. This combined with its improved aerials and mobility allows Jigglypuff to perform techniques like its renowned Wall of Pain more effectively. In addition, Jigglypuff arguably benefits the most from the weakening of the rage mechanic, which slightly improves Jigglypuff's otherwise abysmal endurance.
However, Jigglypuff did receive some minor nerfs in return. Its already terrible grab game was made even worse in Ultimate, as its grab, while among the fastest, was made slightly more laggy, and some throws deal less damage. While the changes to air dodges overall benefit Jigglypuff, they also make Jigglypuff more vulnerable in the air and makes its ability to avoid juggling even worse. In addition, being unable to pass through other fighters while running means that Rest is much harder to land via running into opponents, limiting its options slightly.
In addition, while Jigglypuff's combo and aerial game are significantly improved, many of its primary flaws that existed in previous games before SSB4 are still present in Ultimate. Jigglypuff is still extremely light and floaty, making it very easy to KO, especially vertically. Furthermore, while improved somewhat, Jigglypuff still has a poor ground game, with poor range, terrible ground mobility, no projectile and one of the worst grab games of any character (now being even worse than in SSB4), with a short-reaching grab and throws that are incapable of KOing or comboing. In addition, even with buffs, Rollout still has the same issues as before, being a very gimmicky move, and while Sing is significantly improved, it is still situational. Finally, Ultimate includes significantly more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against, meaning that Jigglypuff still suffers from numerous unfavorable matchups.
Overall, Jigglypuff's buffs outweigh its nerfs, and in result is significantly more effective than in Brawl and SSB4, becoming once again a proper glass cannon. However, it still notably falls behind when compared to its appearance in Melee. While Jigglypuff's positive traits have been notably improved from its previous appearances, they still are not nearly as ridiculous as in Melee, while its drawbacks still remain mostly the same as in its previous appearances. Because of this, the initial competitive reception of Jigglypuff were very negative. While better than in SSB4, Jigglypuff's tournament representation in Ultimate is still very low. This coupled with sparse tournament result has led to many professional players considering it to be a low-tier or a bottom-tier character, with many of them continued to view Jigglypuff to be one of the worst characters in the game, although she’s widely agreed to be no longer the very worst character. However, Arika has achieved moderately decent results in Japan, and Hungrybox, while not taking Ultimate as seriously, has had close games with other top professional players. Additionally, the buffs it received in 6.0.0 has caught the attention of many players, with some even saying that Jigglypuff needs to move to a much higher placement. This indicates that Jigglypuff might have at least some kind of potential, so its viability is up to debate.
Throws and other attacks
Jigglypuff has been significantly buffed by game updates in Ultimate. In addition to minor lag reductions and range increases, Jigglypuff's combo game has seen various improvements. Version 6.0.0 deceased the ending lag on air dodges, which no longer makes it as unsafe and allowing it to have better recovery and defense, and notably reduced vulnerability of down aerial and increased the hitstun of Pound, allowing new kill-confirm setups into Rest. Many top players agreed that the buffs (mainly the ones in 6.0.0) have made Jigglypuff much stronger in its punish game, and players such as Hungrybox have expressed more interest in the character and playing the game more competitively due to it.
For a gallery of Jigglypuff's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Emerges from a Poké Ball and spins while floating before landing.
In competitive play
Classic Mode: All Original, All 64
Jigglypuff fights the cast of the original Super Smash Bros.. The order of the battles starts off with Link just like the 1P Game from the original Super Smash Bros. Therefore Jigglypuff's Classic Mode is a reference to the 1P Game from Smash 64 (as it fights the characters in the Original 12 from the original game).
Note: Every stage (except for Battlefield, which was instead referred to as Duel Zone) and the tracks they play are all from Super Smash Bros.. Due to Planet Zebes and Sector Z being the only N64 stages that didn't return, Samus and Fox are paired with Yoshi and Kirby, respectively. Giant Donkey Kong is Jigglypuff's final boss instead of Master Hand (despite the fact that Master Hand was the final boss in the original Super Smash Bros.), most likely referencing his status as a unique mini-boss in the original 1P Game.
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
Although Jigglypuff does not appear in the World of Light opening cutscene, it was vaporized and later imprisoned alongside the rest of the fighters (sans 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.
Jigglypuff's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. 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. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main opponent
As a minion
Character Showcase Video