Jigglypuff (SSB4)

Jigglypuff (, Purin) is a playable character in Super Smash Bros. 4. After initially being seen several times during the Super Smash Bros. for Wii U 50-Fact Extravaganza on October 23rd, 2014, it was formally added to the official website on November 5th, 2014.

Jigglypuff is once again voiced by Rachael Lillis in English and Mika Kanai in Japanese, albeit via voice clips previously used in Super Smash Bros. Brawl. As in previous games, it also has different voice actresses in French and German.

Jigglypuff is ranked 54th out of 54 on the tier list, placing it at the very bottom of the entire list, in the G tier. This is a slight drop from its already very low ranking in Brawl at 36th out of 38th, and its worst placement in the series. Jigglypuff retains its strong air game due to its high aerial mobility thanks to its very fast air speed and multiple midair jumps, as well as good juggling ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate strong edgeguarding potential, and allows it to solidly perform its signature Wall of Pain technique, while it retains potent KO options between its newly buffed neutral aerial, back aerial, and Rest.

However, Jigglypuff is strongly held back by its poor ground game, due to its poor mobility on the ground and short range on most of its attacks, including its grab. Furthermore, Jigglypuff has significant difficulty in KOing opponents, as it has few reliable KO moves, and a majority of them feature considerable amounts of lag that cause them to be unsafe in most scenarios. In addition, Jigglypuff is prone to air release combos from several characters within 10 frames that can either combo or KO. Its endurance is unarguably the worst in the game, as it is extremely floaty and possesses the lowest weight in the game, further exacerbated by the new rage mechanic and weaker shields, which is further amplified by Jigglypuff immediately getting KOed if its shield is broken.

Jigglypuff is considered non-viable for tournament play, though a number of players have made some impacts at tournaments, with players such as and  performing decently in nationals, and  ranking with it as a co-main on the Panda Global Rankings v5. Despite this, Jigglypuff continues to have only a small playerbase, and it has notably failed to receive any buffs from updates in the game.

How to unlock (3DS version only)
After completing one of the two methods, Jigglypuff must then be defeated on Unova Pokémon League.
 * Play 120 VS Matches.
 * Collect 30 different pieces of equipment.

Attributes
Jigglypuff is a character of extremes, as evident with its attributes: it has the second highest traction, the second fastest air speed, the highest air acceleration, the lowest falling speed, and the lowest gravity. These attributes make Jigglypuff a very mobile character in the air and give it easily controllable ground movement. However, it has the slowest walking speed and the second slowest dashing speed, the lightest weight and the lowest jump force, as well as a fairly slow jumpsquat. As such, these attributes make Jigglypuff unable to quickly traverse the stage on foot 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 very low gravity also results in it taking slightly below average hitstun.

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 one of the strongest sex kicks in the game, 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, KOing reliably at 135%, and having a remarkable range, given Jigglypuff's small size. It is also safe on shield due to its high damage output and above average hitlag, though it is also its 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, dealing up to 14% damage, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves.

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; characters such as and  are the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience.

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 a strong 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. The easiest way 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 the slowest interruptibility in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, making it easy to punish, even if it KOs the opponent, and thus being a gamble to attempt in almost any circumstance.

However, Jigglypuff is held back by numerous weaknesses, which are severe enough to outweigh its strengths. The most detrimental is its frailty: Jigglypuff's stats result in it having the lowest endurance in the game, potentially being knocked out as early as 35% with a sufficiently strong attack. The introduction of rage is an additional burden, since opponents can send it flying even earlier, in some instances a combo being all it takes for Jigglypuff to be KO'd even at 0%. 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 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 the second most damaging set of throws (tied with Ganondorf and being surpassed only by ), 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 usage of Pound's high shield damage. Jigglypuff suffers from air release combos due to its high air friction and slow airdodge startup. Several characters can react within 10 frames can combo or even kill. An example would be at certain percents comboing with up aerial, up aerial, and Boost Kick against Jigglypuff even with little rage for a KO. Another example is using his unavoidable grounded Shuttle Loop out of air releases. Although Jigglypuff can escape these combos with a well timed Rest, this is extremely risky, and the hitbox will not connect against fighters with disjointed attacks.

Jigglypuff's approach, despite being good in the air, is overall predictable. Most of the time, it relies on being 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 is at a big disadvantage against characters with large disjoints like and Cloud. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in SSB4, 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.

Lastly, all of Jigglypuff's specials are incredibly situational. Rollout is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and its deceptively small hitbox results in it effectively having no priority, despite dealing 14% damage when fully charged. Sing has awkward timing, little range, does not work on aerial opponents, and, despite not having a hitbox, can be countered. Its sleep effect can also be shortened with button mashing, reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable or safe recovery options, instead relying on its remaining jumps and Pound to recover, making it easy to gimp despite its usual off-stage comfort. Rest is very risky to use, and Pound is slow and cannot break shields that are on or near full health.

Jigglypuff has among the most polarized custom moves in the game, with few of them having utility that overall surpass the default versions. Relentless Rollout has much less power, but is much faster, hits multiple times and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Hyper Voice is better for protecting Jigglypuff, since it deals reasonable knockback and works in the air. Its other custom moves are disregarded in favor of the default versions due to their very low utility; Spinphony is, in particular, considered to be its worst custom move (and arguably the worst custom special move in the game), as it has very slow start-up, a very long interval between its active hitboxes and very long ending lag, to the point one could use it from the upper blast zone of the stage, and be dragged down to the lower blast zone by the ending of the move, which are flaws that completely overshadow the moves' utility at reversing opponents out. Raging Rollout has more power and is unblockable, but is much slower at charging, grants less distance, has high ending lag and doesn't pierce opponents. Sideways Pound sends opponents at a semi-spike, but is worse for recovering. Leaping Rest has more coverage since Jigglypuff jumps when using the move, but is much weaker and it naps for a longer time, making it more punishable if it misses. Wakie Wakie has decreased ending lag, increased range, pushes opponents away opponents while "napping" and sends opponents horizontally rather than vertically, again similarly to Rest's iteration in Melee, but is also slightly weaker, causes recoil damage, and its increased startup makes Jigglypuff vulnerable. In addition, while Jigglypuff does benefit from its best custom moves since they enhance its strengths in one way or another, they also fail to fix most of its major flaws.

Overall, Jigglypuff can quickly rack up damage or KO opponents, but can be KO'd just as quickly. As a result of its risky playstyle and mechanics as well as its punish game compared to other characters, its popularity in competitive play remains poor, as it has notoriously low tournament representation and almost no tournament results in singles at high levels of play. However, it should also be noted that Jigglypuff fares much better in doubles play, as its combination of evasiveness and strength are well-suited to this environment, courtesy of a teammate's attacks giving Jigglypuff many new options.

Changes from Super Smash Bros. Brawl
In Super Smash Bros. Brawl, Jigglypuff was considered one of the worst characters in the entire game. While Jigglypuff did have strong aerial mobility, giving it a good aerial game, great edgeguarding and an excellent recovery, Jigglypuff suffered from having a terrible ground game, extremely poor reach, extremely poor endurance and it overall struggled to rack up damage and KO opponents outside of edgeguarding. As a result of this, Jigglypuff could easily be outspaced by most of the cast, who could also KO Jigglypuff with ease, while it struggled to KO its opponents in return.

While not changed as heavily as some other characters, Jigglypuff received a mix of buffs and nerfs in the transition to Super Smash Bros. 4; however, despite being regarded as one of the worst characters in Brawl, Jigglypuff was ultimately nerfed overall.

Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of edge-hogging gives it a much harder time edgeguarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as Pound grants less momentum than before, only marginally increasing its recovery distance when executed frame-perfectly, while simultaneously slowing it down significantly. Furthermore, Jigglypuff's jumps are marginally lower now (due to its higher gravity), and Rollout is now unsafe as a recovery option as Jigglypuff can no longer move left and right while falling after hitting an opponent with it. The addition of rage hinders its already poor endurance, and it usually cannot survive long enough to make effective use of the mechanic. The changes to shield mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a greater liability than in Brawl. However the weakening of shields also allows Pound to break shields more easily, which coupled with the increased strength of Rest, improves Jigglypuff's offensive capabilities somewhat. While Jigglypuff benefits from the drastic changes to hitstun, as it is now able to perform true combos with its aerials again, its nerfed air game counterbalances this issue: its up, down and back aerials (particularly the latter) have increased lag. Its forward aerial, a staple move in previous games, deals less damage and less knockback, making it significantly less useful than before removing one of Jigglypuff's faster and safer KO options, while its lower short hop removes its notable ability to use two aerials in one short hop. Due to this, a down aerial no longer auto-cancels from a short hop, nerfing its approach. Its ground game was also weakened, as it no longer has access to DACUS and its smash attacks now deal less damage and knockback, with the reduction in ending lag for its down and up smashes and its faster dashing speed failing to compensate for this well enough. Because of these changes, its KOing ability is much worse, and even with the changes to hitstun allowing for some hit confirms into Rest, it still has difficulty landing said move and some of the setups Jigglypuff previously had into Rest (including down aerial and a jab lock) are either much more difficult and situational in the former's case or in the latter's case, no longer possible at all. In general, Jigglypuff's locking options are far worse due to alterations to its previous main locking moves. Ergo, Jigglypuff's remaining locking options either stop working before rest can KO or in down smash's case; it is too laggy and sends opponents too far away and the new three hit lock limit naturally hinders Jigglypuff's damage racking potential after locking an opponent.

However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been partially restored since Brawl, which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, with neutral aerial regaining some of the power it once had in Smash 64 although back aerial's power came at the cost of being much slower and losing its wall of pain potential due to it being re-purposed as a KOing option combined with its slower speed/higher launching angle. Jigglypuff's smash attacks and grabs have slightly reduced lag, improving its approach and speed altogether when combined with its slightly higher dash speed, albeit for the exchange of less damage. Its dash attack also no longer rebounds with a hitbox, giving it some utility for KOing as well as both a new, albeit situational, approach tactic, and a way to deal with projectiles.

Even so, these buffs do not compensate at all for the large nerfs it has received including its worse damage output and its worse aerial game and the changes to the game's mechanics did not help Jigglypuff that much. As a result, Jigglypuff remains an extremely poor character and is a common contender for the worst in the game. The majority of the Brawl cast had benefited from Smash 4s mechanics far more than Jigglypuff did and a fair amount of Brawls weaker characters including most of Jigglypuff's fellow bottom-tier characters, such as and  had been buffed both directly and indirectly. Lastly, Jigglypuff does not really benefit from a slightly more favorable matchup spread as while certain dominant characters from Brawl, such as, have been considerably nerfed, they still have clear strengths that Jigglypuff either lacks or said strengths being counterbalanced by Jigglypuff's weaknesses, allowing said characters to overcome Jigglypuff.

While several poorly regarded characters like have received buffs over game updates, Jigglypuff did not receive any improvements whatsoever and newer updates had introduced characters such as  and  who gave Jigglypuff even more trouble. As such, its standing relative to the cast is worse than in Brawl and it only got worse over time due to the aforementioned reasons, and it once again lacks viability in competitive play, though its overall potency compared to Brawl is somewhat debatable due to the more polarized character balance in the former game.

Ground attacks

 * Neutral attack:
 * Forward tilt:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Up tilt:
 * Down tilt:
 * Dash attack:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Forward smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Up smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:
 * Down smash:

Aerial attacks

 * Neutral aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Forward aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Back aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Up aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:
 * Down aerial:

Throws/other attacks

 * Grabs:
 * Standing grab:
 * Dash grab:
 * Pivot grab:
 * Pummel:
 * Floor attacks:
 * Edge attack:
 * Dash grab:
 * Pivot grab:
 * Pummel:
 * Floor attacks:
 * Edge attack:
 * Pummel:
 * Floor attacks:
 * Edge attack:
 * Floor attacks:
 * Edge attack:
 * Floor attacks:
 * Edge attack:
 * Edge attack:
 * Edge attack:
 * Edge attack:
 * Edge attack:

Special moves

 * Rollout:
 * Pound:
 * Sing:
 * Rest:
 * Puff Up:
 * Pound:
 * Sing:
 * Rest:
 * Puff Up:
 * Pound:
 * Sing:
 * Rest:
 * Puff Up:
 * Pound:
 * Sing:
 * Rest:
 * Puff Up:
 * Sing:
 * Rest:
 * Puff Up:
 * Rest:
 * Puff Up:
 * Rest:
 * Puff Up:
 * Rest:
 * Puff Up:
 * Puff Up:
 * Puff Up:
 * Puff Up:
 * Puff Up:
 * Puff Up:
 * Puff Up:

Update history
Jigglypuff is notorious for receiving almost no direct changes despite being universally considered a low to bottom tier character for the game's entire lifespan. Jigglypuff's only direct changes were bug fixes made to Rollout which did not affect Jigglypuff in any meaningful way due to Rollout being an extremely situational move at best.

In addition to this, Jigglypuff did not benefit from the numerous universal changes the game received over time. Update 1.0.4 removed Launch Speed Influence for moves which launched at vertical angles between 65°-115° and 245°-295° which was overall a net negative for Jigglypuff. While it did make a few of Jigglypuff's moves such as Up Smash and Rest more consistent KO moves and moves such as up tilt more consistent combo tools, it also further hindered Jigglypuff's already poor endurance, in addition to making Jigglypuff more susceptible to combos, while not singificantly improving Jigglypuff's own combo potential. This update also removed DACUS which hindered Jigglypuff as Jigglypuff previously possessed a useful sliding DACUS.

Updates 1.1.0 and 1.1.1 brought numerous changes to shieldstun (mainly increasing shieldstun) which did not benefit Jigglypuff overall. While the higher shieldstun did make Jigglypuff's attacks safer on shield, Jigglypuff still lacked any completely safe moves on shield without spacing, in addition to further limiting Jigglypuff's poor Out of Shield punish game.

With Jigglypuff receiving no meaningful changes combined with Jigglypuff not benefiting from universal changes, this naturally meant that Jigglypuff suffered from power creep as time went on. Numerous new top and high tiers characters would emerge via DLC or significant buffs while a vast majority of the other mid-low to bottom tiers were buffed, sometimes to a rather significant degree. This would result in Jigglypuff becoming weaker and weaker relative to the cast in every patch and while Jigglypuff was a far below average character initially, Jigglypuff dropped down to a contender for the worst character in the game by the end of the game's patches due to Jigglypuff receiving no significant buffs while the game kept evolving.

Overall, Jigglypuff is largely the same character as at launch although Jigglypuff is an overall worse character relative to the cast due to a mix of Jigglypuff not benefiting from the game's universal gameplay changes via patches and the rest of the lower half of the tier list improving while Jigglypuff largely stayed the same.

 1.0.4

 1.1.0

Moveset
For a gallery of Jigglypuff's hitboxes, see here.

Tier placement and history
In the early metagame, it was widely considered that Jigglypuff was, at best, a mid-tier to low-tier character, and that Jigglypuff's buffs from Brawl would allow it to perform better in SSB4. However, its results and representation outside of doubles play were never as high as other characters that would rank above it in the future, and it would soon become clear that Jigglypuff had ironically lost much more than it gained in the transition. Despite the improved balancing of other characters, it infamously remained stagnant in game updates, with only a glitch that gave Rollout mindgame potential being fixed in update 1.0.4. As such, it was ranked 55th on the first 4BR tier list, making it the second lowest ranked character on the entire tier list.

Jigglypuff continued to languish near the bottom of the tier list, due to still being unchanged positively by game updates while other bottom-tier characters like Zelda and have received numerous buffs. Despite placing 33rd at Shine 2016 while exclusively using Jigglypuff for the tournament's entirety, it was nonetheless ranked 58th, placing it at the very bottom of the entire tier list. This has continued into the third tier list, with the only slight change to its tier status being its reassessment as a low-tier character due to the bottom-tier being abolished. Although some players felt that Jigglypuff has earned a slightly higher placement on the tier list due to having better results and representation than some characters ranked above it, Jigglypuff once again ranked dead last at 54th on the fourth and final tier list, even after the exclusion of Miis from the tier list.

It wouldn't be until 2018 that Jigglypuff would start seeing improvements in the metagame. started using Jigglypuff as a secondary alongside Pikachu and has gotten impressive placings such as 2nd at, 3rd at Flatiron 3, and 25th at GENESIS 5. Captain L used Jigglypuff to defeat players such as, , , , , and , and has also taken to game 5. Furthermore, would make an impressive run at  where he would defeat  and  en route to a 17th place finish, the highest placement for a solo Jigglypuff player at a national tournament. Although these results took advantage of the opponent's lack of matchup experience, they nevertheless were more impressive than the results of several other low and mid characters such as, , , , , , and. Due to this, its position has become a point of debate; some smashers like, , and believe that Jigglypuff should be ranked higher while others claim that its weaknesses are too significant for it to be ranked any higher. Regardless, Jigglypuff is still considered to be one of the worst characters in the game and is considered nonviable throughout the game’s entire competitive lifespan.

Most historically significant players
Any number following the Smasher name indicates placement on the PGR 100, which recognizes the official top 100 players in Super Smash Bros. 4 of all time.

See also: Category:Jigglypuff players (SSB4)


 * - One of the best Jigglypuff players in the world. Placed 17th at and 33rd at  with wins over players such as  and.
 * - Used Jigglypuff as a secondary alongside, and is considered one of the best Jigglypuff players in the world. Place 5th at , 9th at , and 13th at with wins over players such as  and.
 * - One of the best Jigglypuff players in the United States. Placed 5th at, 17th at , and 25th at with a win over.
 * - Formerly played Jigglypuff and was previously considered the best Jigglypuff player in the world. Placed 33rd at and 49th at.
 * - The best Jigglypuff player in Mexico. Placed 13th at and 17th at  with wins over players such as, , and . Ranked 51st on the Mexican Power Rankings.

Solo Events

 * All-Star Battle: Secret: Jigglypuff is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous Super Smash Bros. games.
 * It's Past Your Bedtime!: Jigglypuff must use Sing to make, , and fall asleep at the same time.

Co-op Events

 * The Ultimate Battle: Two players select a character and must defeat the entire roster.

Trivia

 * is the only installment where Jigglypuff is a starter character. As a result, Jigglypuff had appeared in various official screenshots and videos (such as the October 2014 Wii U Direct) without acknowledgement before its official reveal.
 * is the only game where and Jigglypuff do not have the same availability.
 * Jigglypuff was the last character overall to be fully confirmed on the SSB4 website before the initial release of and, by extension, the last of the "perfect-attendance crew" to be announced.
 * Jigglypuff's official artwork pose is a mirrored version of its pose from its official artwork from Pokémon Red and Green Versions. SSB4 is also the first Super Smash Bros. game to not have Jigglypuff fully face the screen in its official art and is the first game to give Jigglypuff a new character artwork.
 * While Jigglypuff's textures are completely unique in, its actual 3D model is very similar to its model used in Pokémon X and Y.
 * While most fighter trophies are sorted by debut appearance and then by unlockability within the type sorting, Jigglypuff is different in that it is placed between the Brawl characters and the SSB4 characters in the list.
 * If done with correct timing, Jigglypuff can avoid damage by using its down taunt, even though many attacks can still hit it. Also, if its down taunt is used next to a cannon in the stage builder, Jigglypuff will be launched by said cannon.
 * Jigglypuff is the only starter character in Super Smash Bros. for Wii U who has a challenge exclusive to it that cannot be unlocked with a Golden Hammer.
 * Jigglypuff is also the only non-DLC character in SSB4 to have only one blast line KO voice clip.
 * Ness and Jigglypuff are the only members of the "perfect-attendance crew" to not appear in any of the newcomers' poster art.
 * Jigglypuff's grab uses part of Rollout's sound normally, In fact, if one uses 1/2x or 1/4x speed in SSB4 and uses Jigglypuff's grab, the Rollout sound effect will play until Jigglypuff finishes its grab. If the Hold L speeds are used, this will continue until time is unpaused.
 * This is the last Smash game where Jigglypuff's icon shows its whole body instead of just its face.
 * Jigglypuff, Ganondorf and Zelda are the only three characters to be the lowest tiered characters in 2 games in a row.