Editing Jigglypuff (SSBU)

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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; {{SSBU|Cloud}}, Chrom, {{SSBU|Ganondorf}}, {{SSBU|Dr. Mario}}, {{SSBU|Little Mac}}, and {{SSBU|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.
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; {{SSBU|Cloud}}, Chrom, {{SSBU|Ganondorf}}, {{SSBU|Dr. Mario}}, {{SSBU|Little Mac}}, and {{SSBU|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 render its grounded moveset useless, however, as it is 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 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 KO 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]], especially 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 aerial'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 comparatively to their down tilt.
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 {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, {{SSBU|Mewtwo}}, {{SSBU|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.
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 {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, {{SSBU|Mewtwo}}, {{SSBU|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.
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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.
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 possessing 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 potentially cannot 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 [[shield break]]s are uncommon.
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 moveset is quick in proportion to their power, its lack of range and slow grounded mobility 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 only 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 due to their short range. 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 is a very one-dimensional move that is barely serviceable enough at its job to be worth using, only instead it's a positioning tool instead of an anti-air. Jigglypuff's up throw is even worse; despite being its strongest KO 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.
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 {{SSBU|Ike}}, {{SSBU|Lucina}}, and {{SSBU|Shulk}}. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in ''Ultimate'', its grounded mobility is among the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other [[Weight|lightweight]] characters can, and in turn with their floatiness makes Jigglypuff relatively slow. This is especially a problem against speed demons such as {{SSBU|Fox}} and {{SSBU|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 {{SSBU|Terry}} and {{SSBU|Yoshi}}.
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 {{SSBU|Ike}}, {{SSBU|Lucina}}, and {{SSBU|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 [[Weight|lightweight]] characters can, and in turn with their floatiness makes Jigglypuff relatively slow. This is especially a problem against speed demons such as {{SSBU|Fox}} and {{SSBU|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 {{SSBU|Terry}} and {{SSBU|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.
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.

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