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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C+
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'''Jigglypuff''' ({{ja|プリン|Purin}}'', Purin'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was revealed alongside the fellow ''Pokémon'' fighter {{SSBU|Pichu}} and the rest of [[veteran]]s on June 12th, 2018. Like in its appearances prior to {{forwiiu}}, it is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Jigglypuff is classified as [[Fighter number|Fighter #12]], the last fighter number of the original ''[[Super Smash Bros.]]'' [[veteran]]s.
'''Jigglypuff''' ({{ja|プリン|Purin}}'', Purin'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was revealed alongside the fellow ''Pokémon'' fighter {{SSBU|Pichu}} and the rest of [[veteran]]s on June 12th, 2018. Like in its appearances prior to {{forwiiu}}, it is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Jigglypuff is classified as [[Fighter number|Fighter #12]], the last fighter number of the original ''[[Super Smash Bros.]]'' [[veteran]]s.


{{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was reused in the English version of ''Ultimate''; this was despite {{s|wikipedia|Michele Knotz}} voicing it in the ''Pokémon'' anime at the time and voicing other Pokémon in ''Ultimate''. {{s|wikipedia|Mika Kanai}}, Jigglypuff's voice actress from all previous ''Smash'' games and the ''Pokémon'' anime, reprises her role in the Japanese version with a new voice track. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from ''Brawl'' were repurposed for the French and German versions.
{{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was reused in the English version of ''Ultimate''; this was despite {{s|wikipedia|Michele Knotz}} voicing it in the ''Pokémon'' anime at the time and voicing other Pokémon in ''Ultimate''. {{s|wikipedia|Mika Kanai}}, the voice of Jigglypuff from all previous ''Smash'' games and the ''Pokémon'' anime, reprises her role in the Japanese version with a new voice track. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from ''Brawl'' were reused in 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 [[Aerial attack|aerials]] that, combined with its excellent air mobility and multiple [[jump]]s, 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.
Jigglypuff is ranked 60th out of 82 in the current ''Ultimate'' [[tier list]], putting it at the end of the C+ tier. This is a great improvement over its last place ranking in ''Smash 4''. Jigglypuff's strength lies in its superb aerial game, which is the result of long-lasting [[Aerial attack|aerials]] that, combined with its excellent air mobility and multiple [[jump]]s, 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 [[Camping|camp]] very well. Its [[neutral game]] still remains poor due to its horrible grounded mobility and linear [[Approach|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.
However, Jigglypuff still possesses several flaws. It still lacks range on its moveset, which causes it to struggle against opponents with long/disjointed range and characters who excel in [[camping]]. Its [[neutral game]] still remains poor due to its horrible grounded mobility and linear options to [[approach]] its opponent, 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 is 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 {{Sm|BassMage}} and {{Sm|Senra}}.
Overall, Jigglypuff's weaknesses balance out its strengths as it is 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 {{Sm|BassMage}} and {{Sm|Senra}}.


==How to unlock==
==How to unlock==
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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 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  
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.
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 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.
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.


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.
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.


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}}.
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}}.


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 {{Sm|BassMage}} and {{Sm|Senra}}.
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.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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However, Jigglypuff is not without some minor nerfs. In line with its polarized archetype, its already bad grab game was made worse; while it did gain a more useful forward throw, its grabs suffer from the universal nerf, and its up throw deals less damage. 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.
However, Jigglypuff is not without some minor nerfs. In line with its polarized archetype, its already bad grab game was made worse; while it did gain a more useful forward throw, its grabs suffer from the universal nerf, and its up throw deals less damage. 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 benefits 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 [[jostle|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 and grab games, its short range, and lack of projectile. ''Ultimate'' also includes many more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against.
Although Jigglypuff benefits 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 [[jostle|jostling]] mechanics make Jigglypuff unable to pass through other fighters while running, making Rest much harder to land via running into opponents.


Ultimately, Jigglypuff's buffs heavily outweigh its nerfs, and it's a significantly more effective character than in ''Brawl'' and ''SSB4'', becoming once again a proper "aerial-based glass cannon". Jigglypuff has also received some very notable buffs in game updates, further improving its viability in competitive play. While it still falls behind compared to its appearance in ''Melee'' and various veterans have been buffed as well, Jigglypuff's perception in competitive play is much better compared to ''Brawl'' and ''SSB4''.
Ultimately, Jigglypuff's buffs heavily outweigh its nerfs, and it's a significantly more effective character than in ''Brawl'' and ''SSB4'', becoming once again a proper "aerial-based glass cannon". Jigglypuff has also received some very notable buffs in game updates, further improving its viability in competitive play. However, 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 and grab games, its short range, and lack of projectile. ''Ultimate'' also includes many more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against. This is compounded by various other veterans being buffed as well, and game updates introducing DLC characters, some of which Jigglypuff struggles against. Nevertheless, though Jigglypuff still falls behind compared to its appearance in ''Melee'', its perception in competitive play is much better compared to ''Brawl'' and ''SSB4''.


{{SSB4 to SSBU changelist|char=Jigglypuff}}
{{SSB4 to SSBU changelist|char=Jigglypuff}}
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''See also: [[:Category:Jigglypuff players (SSBU)]]''
''See also: [[:Category:Jigglypuff players (SSBU)]]''


*{{Sm|Arika|Japan}} - The best Jigglypuff player in the world in the early metagame, notably placing 25th at the major {{Trn|Umebura SP 4}} and 33rd at the major {{Trn|EGS Cup 3}}.  
*{{Sm|Arika|Japan}} - One of the first notable Jigglypuff players in competitive ''Ultimate'' and was the best Jigglypuff player in the early metagame, most notably placing 25th at {{Trn|Umebura SP 4}} defeating {{Sm|T}}. Although his results have since been overshadowed, he has still occasionally put up noteworthy performances, including placing 9th at {{Trn|Shinosuma HEROES 2}} defeating {{Sm|Nietono}}.
*{{Sm|BassMage|USA}} - The best Jigglypuff player of all-time and the first Jigglypuff player to place top 8 at a major, having placed 7th at {{Trn|Smash Ultimate Summit 4}}, {{Trn|Ultimate WANTED 4}}, and {{Trn|MAJOR UPSET}}. His best placement is 31st on the [[OrionRank Ultimate: Eclipse]].
*{{Sm|BassMage|USA}} - The best Jigglypuff player of all-time who has been competing since the early metagame but became well-known in the post-online metagame. His strong performances at majors, which includes placing top 8 at multiple majors including 7th at {{Trn|Ultimate WANTED 4}} and {{Trn|Battle of BC 6}}, and top-level wins, such as {{Sm|Glutonny}} at {{Trn|Smash World Tour 2021 Championships}} and {{Sm|Riddles}} at {{Trn|Rise 'N Grind 2023}}, helped reverse opinions on Jigglypuff's viability towards a more positive direction. He remains the only Jigglypuff player ever ranked top 50 globally, having peaked at 31st on the [[OrionRank Ultimate: Eclipse]].
*{{Sm|Cannon Red|USA}} - One of the best Jigglypuff players in the United States, although he rarely travels outside his region. He notably placed 7th out of 256 players at the regional {{Trn|Ultimatum 2}} and has defeated players such as {{Sm|MVD}}.
*{{Sm|Senra|Japan}} - The second-best Jigglypuff player of all-time first known for placing 9th at {{Trn|KOWLOON 2}} defeating {{Sm|Nietono}}. He has since became the best Jigglypuff player in Japan, including placing 9th at {{Trn|Maesuma TOP 14}} defeating {{Sm|Asimo}} and 13th at {{Trn|Kagaribi 9}}; in addition, his 5th-place finish at {{Trn|UltCore}} defeating {{Sm|Kaninabe}} marks the best Jigglypuff placement at a major. He is the second Jigglypuff player ranked globally, ranking 91st on the [[LumiRank 2023]].
*{{Sm|Senra|Japan}} - The second-best Jigglypuff player of all-time. He is the second Jigglypuff player to place top 8 at a major, doing so by placing 5th at {{Trn|UltCore}}. Since mid-2022, he has also placed top 64 at several majors, including 13th at the supermajor {{Trn|Kagaribi 9}}.


===Tier placement and history===
===Tier placement and history===
During the early metagame, opinions on Jigglypuff's viability were rather low, with most top players, including {{Sm|Marss}}, {{Sm|Dabuz}}, and {{Sm|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 {{Sm|Arika}} and {{Sm|BassMage}}, and positive opinions from players such as {{Sm|MkLeo}}, {{Sm|ESAM}}, and {{Sm|Maister}}, Jigglypuff saw low representation and a slow-developing metagame both offline and online compared to other low-tier characters.  
During the early metagame, opinions on Jigglypuff's viability were rather low, with most top players, including {{Sm|Marss}}, {{Sm|Dabuz}}, and {{Sm|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 {{Sm|Arika}} and {{Sm|BassMage}}, and positive opinions from players such as {{Sm|MkLeo}}, {{Sm|ESAM}}, and {{Sm|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 {{Sm|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.
Following the return of offline events, however, a Jigglypuff renaissance took place to improving results from several Jigglypuff players such as Arika, BassMage, and {{Sm|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 60th 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.


=={{SSBU|Classic Mode}}: All Original, All 64==
=={{SSBU|Classic Mode}}: All Original, All 64==
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SSBU Jigglypuff Number.png|Jigglypuff's fighter card.
SSBU Jigglypuff Number.png|Jigglypuff's fighter card.
Jigglypuff unlock notice SSBU.jpg|Jigglypuff's unlock notice.
Jigglypuff unlock notice SSBU.jpg|Jigglypuff's unlock notice.
SSBUWebsiteJigglypuff1.jpg|[[Taunting]] on [[Green Greens]].
SSBUWebsiteJigglypuff1.jpg|[[Taunting]] on [[Green Greens]] holding an apple.
SSBUWebsiteJigglypuff2.jpg|Jigglypuff using [[Pound]] on {{SSBU|Toon Link}} on [[3D Land]].
SSBUWebsiteJigglypuff2.jpg|Jigglypuff using [[Pound]] on {{SSBU|Toon Link}} on [[3D Land]].
SSBUWebsiteJigglypuff3.jpg|Putting {{SSBU|Ganondorf}} to sleep with [[Sing]] on [[Town and City]].
SSBUWebsiteJigglypuff3.jpg|Putting {{SSBU|Ganondorf}} to sleep with [[Sing]] on [[Town and City]].
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SSBUWebsiteJigglypuff5.jpg|Performing its Final Smash [[Puff Up]] on [[Temple]].
SSBUWebsiteJigglypuff5.jpg|Performing its Final Smash [[Puff Up]] on [[Temple]].
SSBUWebsiteJigglypuff6.jpg|Jigglypuff riding a [[Warp Star]] on Green Greens.
SSBUWebsiteJigglypuff6.jpg|Jigglypuff riding a [[Warp Star]] on Green Greens.
SSBUWebsiteFox2.jpg|{{SSBU|Fox}} [[taunting]] Jigglypuff on 3D Land.
SSBUWebsiteFox2.jpg|{{SSBU|Fox}} [[taunting]] a shrunken Jigglypuff on 3D Land.
SSBUWebsiteKirby2.jpg|Using [[Rollout]] alongside {{SSBU|Kirby}} who uses his Jigglypuff [[Copy Ability]] on [[Onett]].
SSBUWebsiteKirby2.jpg|Using [[Rollout]] alongside {{SSBU|Kirby}} who uses his Jigglypuff [[Copy Ability]] on [[Onett]].
SSBUWebsiteTogedemaru3.jpg|Jigglypuff using Rollout beside [[Togedemaru]] on [[Wii Fit Studio]].
SSBUWebsiteTogedemaru3.jpg|Jigglypuff using Rollout beside [[Togedemaru]] on [[Wii Fit Studio]].
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