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:''This article is about Jigglypuff's appearance in [[Super Smash Bros. Brawl]].  For other uses, see [[Jigglypuff]].''
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{{disambig2|Jigglypuff's appearance in ''Super Smash Bros. Brawl''|this Pokémon in other contexts|Jigglypuff}}
{{Infobox Character
{{Infobox Character
|name        = Jigglypuff
|name        = Jigglypuff
|image        = [[Image:Jigglypuff in Brawl.JPG|256px]]
|image        = [[File:Jigglypuff SSBB.jpg|256px]]
|caption      = [[Image:Pokémon_Icon.gif]]
|game        = Brawl
|universe     = ''[[Pokémon (universe)|Pokémon]]''
|ssbgame1     = SSB
|games        = ''[[Super Smash Bros|SSB]]''<br/>''[[Super Smash Bros. Melee|SSBM]]''<br/>''[[Super Smash Bros. Brawl|SSBB]]''
|ssbgame2    = SSBM
|firstgame    = ''[[Pokémon Red and Blue|Pokémon]]'' (''Red/Blue'', 1998)<br>(''Yellow'', 1999)
|ssbgame3    = SSB4
|ssbgame4    = Ultimate
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier        =  
|tier        = F
|ranking      =  
|ranking      = 36
}}<!--
}}
REMEMBER: Nintendo's official stance is that Jigglypuff, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
-->
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'''Jigglypuff''' ({{ja|プリン|Purin}}, ''Purin''), stylized as '''JIGGLYPUFF''' in Europe, is a character in ''[[Super Smash Bros. Brawl]]''. Confirmation of its appearance in ''Brawl'', along with its fellow veteran {{SSBB|Ness}} and the newcomer {{SSBB|Lucario}}, were [[List of leaks#Lucario/Jigglypuff/Ness leak|leaked]] before the game's release through a promotional video on the Japanese Wii website about [[sticker]] power ups; it was later officially [https://www.smashbros.com/wii/en_us/characters/hidden10.html confirmed] via {{SSBB|Smash Bros. DOJO!!}} on March 25, 2008.


'''Jigglypuff''', known in Japan as '''Purin''' ({{ja|プリン}}, ''Purin''), is a character in ''[[Super Smash Bros. Brawl]]''.  Jigglypuff was indirectly revealed in an updated trailer on the official Japanese Wii website. It was confirmed on the Smash Bros. DOJO!! on March 25, 2008.
Jigglypuff is voiced by Rachael Lillis in English via reused voice clips from ''Smash 64'', and by Mika Kanai in Japanese via voice clips last used in ''Smash 64'', ''Melee'', and some new ones. It is also voiced by Virginie Demians and Dina Kuerten in French and German, respectively, replacing Guilaine Gilbert and Mara Winzer from ''Melee'', the latter two also voicing the {{SSBB|Pokémon Trainer}} in the French and German versions of ''Brawl''.


Jigglypuff is ranked 36th on the ''Super Smash Bros. Brawl'' tier list in the bottom tier, a massive drop from its 3rd place ranking in the ''Melee'' tier list. Jigglypuff possesses incredible [[air speed|air mobility]], a good aerial game, one of the strongest edge guarding games, and one of the best recoveries in ''Brawl''. However, the reason for its huge tier drop is its terrible transition to ''Brawl''{{'}}s physics (like {{SSBB|Captain Falcon}}, Jigglypuff's comboing ability was more reliant on [[hitstun]] than other characters). Jigglypuff has also had its KO moves nerfed, with Rest in particular suffering greatly; as opposed to KOing under 25% like it did in ''Melee'', it does not reliably KO until around 75%, and it is much harder to land due to the ability to act out of hitstun and the reduced [[falling speed]]s (acting out of hitstun also prevents comboing into it). In addition to this, Jigglypuff has terrible [[reach]] in most of its attacks, one of the worst ground games (a combination of poor reach, slow ground speed, and terrible ground attacks), the worst endurance of any character in ''Brawl'' (exacerbated by ''Brawl''{{'}}s defensive play), most of its attacks being punishable on landing at low percents (combination of low base knockback in its attacks and high ending lag), and poor air to ground transitioning due to its floaty falling speed that prevent it from approaching safely in many match-ups. Such factors combine to result in terrible [[matchup]]s and [[tournament]] results. As a result of its huge nerfs to its strongest traits and terrible transitioning to ''Brawl'', Jigglypuff holds distinction of having the largest tier list drop between ''Melee'' and ''Brawl''. Jigglypuff's position in Europe and Japan is worse than it is in America. In America, it is ranked as the 3rd worst character. In Europe and Japan, it is ranked as the 2nd and worst character in the game respectively.


==How to Unlock:==
==How to unlock==
*Play 350 Brawl Matches, then defeat Jigglypuff
Complete one of the following:
*Fight Jigglypuff in the Swamp stage after completing Subspace. Access to Jigglypuff is through the first door found after defeating giant Shadowbug clone of Diddy Kong.
*Play 350 [[VS. match]]es.
*Complete Subspace Emissary and then, Events 1-20. Afterwards, defeat Jigglypuff.
*Find Jigglypuff in [[The Swamp]] stage after completing the Subspace Emissary. It can be found through the first door after defeating the [[False Giant Diddy Kong]]. Note that this method does not show the challenger approaching screen, but a cutscene of Jigglypuff challenging the player shows instead.
If you have already completed Events 1-20, play (succeed or fail) another event match regardless if it's already been done or not and defeat Jigglypuff.
*Complete 20 or more events after completing the Subspace Emissary.
<!--
 
REMEMBER: Nintendo's official stance is that Jigglypuff, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
The player must then defeat Jigglypuff on [[Pokémon Stadium 2]].
-->
 
==Pros and Cons==
==Attributes==
===Pros:===
Jigglypuff is a character of the extremes, being the lightest and floatiest character in the game. With six jumps (albeit with the lowest height per jump), combined with the second fastest [[air speed]] (second only to {{SSBB|Yoshi}}), the slowest [[falling speed]], and [[Rising Pound]], Jigglypuff dominates in aerial combat, and, with its forward aerial and back aerial moves, it can use the [[Wall of Pain]] technique very effectively allowing opponents to be K.O.ed at low percentages by being juggled off-screen. Jigglypuff's excellent aerial maneuverability makes up for its dash speed, which is the slowest in the game. A main disadvantage is that Jigglypuff's lightweight and floatiness means that it is sent flying rather easily in any direction. However, its light weight (combined with being floaty and small) also makes it immune to most [[chaingrab]]s. Despite this, because its air release has almost no horizontal distance, Jigglypuff can suffer from grab release combos by characters like Yoshi (though Jigglypuff has high vertical distance in its air release and can move one frame before anyone else's air release).
*[[Rest]] is a powerful KOing move at mid-percentages, and racks up a lot of damage at lower percentages
 
*Aerials are quick and have good priority and damage.
Jigglypuff has many attacks with decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided by [[Rollout]], which is also a devastating [[approach attack]] on the ground, and the fact it never enters a [[helpless]] state makes the attack effective in the air too. However, Rollout, as with all charging approach attacks, can be predictable and can lead to a self-destruct if used carelessly. The move [[Rest]] provides invincibility frames which come out in one frame - faster than a shield - this allows for avoiding some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 75%, meaning Jigglypuff's vulnerability time after Rest is avoided if the attack hits. However, Rest leaves Jigglypuff extremely vulnerable if it misses. Jigglypuff also has a good array of strong albeit laggy smash attacks. Jigglypuff lacks projectiles, but its great aerial mobility helps it dodge many of them easily. Upon breaking its shield, Jigglypuff will be sent for a [[Star KO]] if there is no ceiling above it (see [[shield jump]]).
*Has one of the best recoveries in the game.
 
*Can [[Wall of Pain]] and is extremely effective at doing so; technique itself was invented for Jigglypuff
One of Jigglypuff's traits is that it has the slowest falling speed in the game, which is both beneficial and detrimental. This is beneficial because it allows for techniques such as the [[Wall of Pain]], it significantly helps Jigglypuff's recovery, and it allows Jigglypuff to easily stay airborne in situations where ground play is dangerous. Jigglypuff's slow falling speed is detrimental because Jigglypuff cannot move from the air to the ground as quickly as most characters, limiting its options in most situations, and it makes vertically K.O.ing Jigglypuff very easy.
*Small target.
 
*Deceptively strong.
==Changes from ''[[Super Smash Bros. Melee]]''==
*Powerful throws.
In ''Melee'', Jigglypuff was considered a top 3 character, mainly due to having disjointed hitboxes on its moves (such as its back aerial), and its [[Rest]] could [[KO]] below 10% near the edge, which made it one of the best finishers in the game and one of the strongest moves in general. Its air game was also extremely good, to the point where some even thought it was unpunishable, due to some moves having disjointed hitboxes as mentioned earlier. As a result, Jigglypuff was heavily nerfed in the transition from ''Melee'' to ''Brawl''.
*Most moves have small knock back, which allows for great [[combo]] ability.
 
*All tilts are useful for combos or quick combo interception.
Jigglypuff's air game has been significantly weakened, as its [[air acceleration]], formerly notorious for allowing it to weave in and out extremely quickly, has been largely reduced to be closer to that of the rest of the cast. This is further burdened by the cast generally having stronger recoveries and the changes to [[air dodging]], which overall makes Jigglypuff's edgeguarding much less effective. Its most useful aerials from ''Melee'', namely [[back aerial]] and [[up aerial]], are not only adversely affected by these changes, but have received their own nerfs as well; the former has less range and more ending lag, while the latter deals less damage and is overall a less effective juggling tool. Jigglypuff's KO power has also been heavily decreased, as all its smash attacks are slower and weaker, while [[Rest]]'s knockback has been significantly decreased to the point it can no longer KO under 70%, as opposed to KOing as low as 10% in ''Melee''. Lastly, the introduction of [[hitstun canceling]] combined with the cast's universally decreased fall speeds have greatly hindered Jigglypuff's combo game, as some moves such as its up throw have completely lost their combo potential, and setups into Rest are much harder to perform.
*Extremely low crouch that allows for easy projectile dodging, except ground huggers ([[Ice Shot]], [[Gyro]] etc.)
 
*Can [[Rising Pound]] which provides nearly infinite horizontally recovery, with almost no height loss.
Despite all the nerfs it has received, Jigglypuff did receive a few buffs. Its overall weight (while still low) has been significantly increased, giving it better survivability. Forward aerial has increased knockback, giving Jigglypuff a viable aerial attack to KO with at high percents. Down aerial is now also capable of [[trip]]ping opponents, allowing it to be used for setups more effectively. Lastly, the introduction of [[DACUS]] slightly alleviates Jigglypuff's poor ground approach.
*Very difficult to [[combo]] and [[chain grab]].
 
*Has five mid-air jumps.
Overall, Jigglypuff's nerfs heavily outweigh its buffs, and the changes to ''Brawl'' hindered it more than they helped it, resulting in it going from one of the biggest threats in ''Melee'' to one of the weakest characters in ''Brawl''.
*Is a fantastic edgeguarder.
 
*[[Dash attack canceling|Dash attack canceled]] into an up smash covers a significant distance.
===Aesthetics===
*Huge priority.
*{{change|Jigglypuff has a more subdued color scheme. Its eyes are a brighter teal, its hair curl at the end became smaller, and its feet became slightly larger.}}
*Can combo and juggle characters off the screen and still recover.
*{{change|All of Jigglypuff's movements now make a squeaky, rubbery, and puffy sound (including midair jumps and attacks).}}
*Has the option to [[Shield Jump]] if in a favorable area (e.g. Glacial Peak)
*{{change|Jigglypuff is significantly less vocal. It no longer vocalizes while taking knockback or during its first jump. This doesn't apply to the Japanese version, however.}}
*Extremely floaty allowing for easy recovery from the side and difficult follow-ups for enemies combos. 
**{{change|One of Jigglypuff's high knockback voice clips from ''Melee'' has been moved to [[Puff Up]].}}
*[[Rollout]] is a powerful speed move, with great horizontal knockback, allowing for easy pre-100% damage KOs, if not dodged. Also, due to its speed and power, makes for one of best [[Approach Attacks]], especially when charged when falling in the air - prevents interruption.
*{{change|Jigglypuff's yellow crown from ''Melee'' is replaced by the [[bulbapedia:Leaf (game)|female protagonist]]'s hat from ''{{s|bulbapedia|Pokémon FireRed and LeafGreen}}''.}}
*Has the second fastest horizontal [[air speed|Aerial Speed]] in the game (it is much faster than its dash. Jigglypuff's midair speed is also faster than several other characters' dashes, such as [[Zelda (SSBB)|Zelda]]), second fastest general airspeed - vertical included.  It also allows for a hit and run strategy that involves a short-hop towards an opponent followed by an aerial and then floating back.
 
*Largest multi-jumps in the game.
===Attributes===
*Down smash is a [[semi-spike]].
*{{change|As with the returning veterans, Jigglypuff's [[falling speed]] was reduced (1.3 → 0.98). Compared to the returning veterans, however, Jigglypuff falls faster. While this improves its endurance, it is more vulnerable to combos and chain grabs. Jigglypuff still maintains the lowest fall speed in the game.}}
*Can recover from almost anywhere on any stage.
*{{change|Jigglypuff's [[gravity]] is lower (0.064 → 0.05056).}}
*All aerials have no landing lag if used immediately after a [[short hop]].
**{{buff|Jigglypuff benefits the most from the new consideration of gravity on vertical knockback, having the biggest vertical knockback reduction, although it is more vulnerable to [[meteor smash]]es as a result.}}
*Slow falling speed makes recovering even easier, and makes coming on to the stage with an aerial attack always a viable option.
*{{buff|Jigglypuff is significantly heavier (60 → 68), which improves its horizontal survivability, although it is once again the lightest character in the game.}}
<!--
*{{buff|Jigglypuff's traction is lower (0.09 → 0.0718), although relative to the cast, Jigglypuff now has the second highest traction with its traction being higher than all other returning veterans.}}
REMEMBER: Nintendo's official stance is that Jigglypuff, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
*{{nerf|Jigglypuff's [[air speed]] is slower (1.35 → 1.269), no longer being the fastest in the game.}}
-->
*{{nerf|Jigglypuff's [[air acceleration]] is significantly lower (0.19 → 0.05 (base), 0.09 → 0.08 (additional)), no longer being the highest in the game by a considerable margin, which is exacerbated by most returning veterans having their air acceleration increased. This significantly worsens Jigglypuff's [[approach]], [[punish]] and [[spacing]] abilities that constituted its outstanding [[neutral game]] in ''Melee''.}}
**{{buff|Though Jigglypuff's air acceleration is reduced much less while in its midair jump animation.}}
*{{nerf|In a similar vein to {{SSBB|Captain Falcon}} and {{SSBB|Ganondorf}}, the introduction of [[hitstun canceling]] prevents Jigglypuff from racking up a significant amount of guaranteed damage, and makes it much harder to land its finishing moves ([[Rest]] in particular).}}
*{{nerf|[[Jumpsquat]] is slower (5 → 6 frames).}}
*{{buff|Sidestep has less ending lag (FAF 28 → 26).}}
*{{nerf|[[Sidestep]] has increased startup lag (frame 2 → 3), and unlike the rest of the veterans' sidesteps, its [[intangibility]] was not increased, making it the sidestep with the shortest intangibility in the game.}}
*{{buff|[[Roll]]s have less ending lag (FAF 35 → 33).}}
*{{nerf|Forward roll has increased startup lag (frame 2 → 3).}}


===Cons:===
===Ground attacks===
*The lightest character in the game, making it easy to knock around and KO, especially without proper [[Directional Influence|DI]].
*[[Neutral attack]]:
*Lacks projectiles and a reliable way to deal with them.
**{{buff|Both hits have larger hitboxes (3.6u → 4.32u). The introduction of [[jab lock]]ing also improves its damage racking ability if the opponent misses a [[tech]]. Lastly, Jigglypuff can quickly repeat the first hit until it connects if the attack button is held.}}
*Short Range.
**{{nerf|Its first hit has more ending lag (FAF 16 → 17).}}
*Up-Special provides no recovery potential.
*[[Forward tilt]]:
*A missed [[Rest]] leaves Jigglypuff vulnerable for four seconds allowing others to take advantage.
**{{nerf|Forward tilt has more startup lag (frame 6 → 7).}}
*Has the slowest dash speed in the game, and is reliant on [[Rollout]] and Aerial Movement for speed.
*[[Up tilt]]:
*Breaking Jigglypuff's shield results in instant KO if there is no ceiling to stop it (''See [[Shield Jump]]'').
**{{buff|Up tilt can KO earlier due to the generally slower falling speeds of the cast.}}
*Slowest falling speed in the game makes Jigglypuff easily juggled.
**{{nerf|It has more startup and a shorter duration (frames 8-14 → 9-13). The changes to ''Brawl''{{'}}s physics also makes it significantly less useful for juggling.}}
*All specials have noticeable ending lag, making them punishable, except [[Pound]] which has a surprisingly long hitbox (many frames).
*[[Down tilt]]:
**{{nerf|Down tilt has more ending lag (FAF 30 → 31) and smaller hitboxes (3.6u/4u → 3u).}}
*[[Dash attack]]:
**{{buff|Jigglypuff is capable of cancelling the initial frames of its dash attack for a [[DACUS]], slightly improving its otherwise slow ground game.}}
**{{nerf|It has more startup (frame 4 → 5).}}
*[[Forward smash]]:
**{{nerf|Forward smash has more startup (frame 12 → 16) and ending lag (FAF 45 → 55).}}
**{{nerf|It has lower knockback scaling (118 (clean)/105 (late) → 103/80), and its clean hit deals less damage (17% → 16%), hindering its KO potential.}}
*[[Up smash]]:
**{{buff|[[Up smash]]'s sweetspot now takes priority over its sourspot, making it easier to hit. Both are also larger (4u/6u → 4.8u/7.2u).}}
**{{nerf|Up smash has much more startup (frame 7 → 16) and ending lag (FAF 45 → 54). It also has lower knockback scaling (110 → 100), and its sourspot deals less damage (14% → 13%), hindering its KO potential.}}
**{{change|Up smash's angle has been altered (90° → 87°).}}
*[[Down smash]]:
**{{buff|[[Down smash]]'s hitboxes are larger (4u/4.8u → 4.8u/5.6u).}}
**{{nerf|Down smash has more startup (frame 9 → 14) and ending lag (FAF 48 → 53).}}
**{{change|Down smash now sends grounded opponents sliding along flat surfaces even at percents where it would otherwise cause [[tumbling]], including 999%. This prevents them from teching the move to survive, and allows it to take better advantage of [[edge slipping]], but reduces its KO potential against opponents with high traction.}}


==Changes from ''[[Super Smash Bros. Melee|Melee]]'' to ''[[Super Smash Bros. Brawl|Brawl]]''==
===Aerial attacks===
* Rest has less knockback and damage, and adds a flower on the opponent's head instead of having a fiery effect.  
*{{change|All aerials except down aerial have less landing lag (20/10 frames → 15). Due to the removal of [[L-canceling]], however, their landing lag is not fully compensated.}}
* Down Throw now only does damage when the opponent is thrown, not during the rolling part of the attack.
*{{buff|All aerials except neutral aerial [[auto-cancel]] earlier (frame 34 → 28 (forward), frame 25 → 23 (back), frame 37 → 35 (up), frame 39 → 38 (down)). Coupled with Jigglypuff's slower falling speed, this enables all of them to auto-cancel in a short hop.}}
* Blue and green costumes have changed. Blue is now a sunhat, green is now a nightcap. Jigglypuff also has a new costume which is a white hat with a bit of pink, based on Leaf's hat from [[Pokémon FireRed and LeafGreen|''FireRed'' and ''LeafGreen'']].
*{{buff|All aerials except up aerial have gained the ability to [[lock]] opponents.}}
* Aerials (With exception of F-air and D-air, which are stronger) are weaker.
*{{buff|Jigglypuff's slower falling speed enables it to perform multiple aerials in a short hop such as two forward or back aerials.}}
* Lighter, is no longer tied in weight with [[Mr. Game & Watch]].
* Yellow soundwaves appear around Jigglypuff when Sing is used instead of colorful soundwaves. Jigglypuff also doesn't open its eyes in the last part of the song, instead only opening them when the song is over.
* No longer becomes [[helpless]] when [[Rollout]] is used in the air.
* No longer the easiest character to unlock.
* Almost all of Jigglypuff's movements now make a cute squeaky, rubbery puffy sound, including midair jumps and attacks.
* Due to Zelda's running speed increased, it is no longer tied with Zelda for the slowest dash speed and now is the slowest.
*[[Rollout]] has two stages of being "fully charged": 'fully charged' and 'super charged' (''See [[Rollout]]'').
*Floatier, which makes midair jumps give more distance.
<!--
REMEMBER: Nintendo's official stance is that Jigglypuff, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
-->


== Strategies ==
*[[Neutral aerial]]:
Jigglypuff can be a popular choice despite being a light character. [[Wall of Pain]] is an effective technique, that can be used at amateur (thanks to the buffing of Fair) and experienced levels. All avid Jigglypuff users need to know how to do this, using its [[Back aerial]], and Pound as well to juggle enemies off the stage at relatively low damages. Rollout and Pound have great knockback and do a good amount of damage. Care must be used when executing a Rollout, though, because if it misses and does not turn around in time, Jigglypuff will roll off of the stage. However, unlike in ''Melee'', Jigglypuff is no longer helpless after Rollout and can usually reach the stage again by jumping and performing a [[Rising Pound]]. However, if Jigglypuff does hit an opponent in the air with Rollout it will be helpless until it lands.
**{{buff|Neutral aerial has a slightly longer duration (frames 6-28 → 6-29), less ending lag (FAF 50 → 44), and its clean hit has increased knockback (10 (base)/70 (scaling) → 20/90).}}
[[Sing]] can be used after a large amount of damage has been inflicted by the means of Rest, Pound, and Rollout, and use Rest as a finisher. Rest can also be used in midair, as well as all of Jigglypuff's other Special moves.
**{{nerf|It deals less damage (12% (clean/9% (late) → 10%/6%), and its late hit has lower knockback scaling (80 → 70). It also auto-cancels later due to the move's longer duration (frame 29 → 30).}}
*[[Forward aerial]]:
**{{buff|Forward aerial's clean hit has increased knockback (10 (base)/100 (scaling) → 30/108), allowing it to KO more effectively at high percents.}}
**{{nerf|Forward aerial has more startup lag with a shorter duration (frames 7-22 → 8-20), and more ending lag (FAF 35 → 37). Its late hit also deals less damage (7% → 6%) and knockback (10 (base)/80 (scaling) → 12/70).}}
*[[Back aerial]]:
**{{buff|Back aerial has less startup lag (frame 9 → 8).}}
**{{buff|It has larger hitboxes (4u/4u/4.4u → 4u/4.5u/5u).}}
**{{nerf|Its hitboxes are no longer attached to Jigglypuff's leg but rather, they are now stationary. While this allows the move to cover a set area more consistently throughout the active duration of the move and it allows the move to cover more of Jigglypuff's body, it significantly decreases its range, as the position of the hitboxes was not fully compensated (z offset: 2.0/-0.4/0 → -12/-8/4). As a result, the move is now only slightly disjointed, making it a much less effective spacing tool.}}
**{{nerf|It has more ending lag (FAF 31 → 33).}}
**{{nerf|It has decreased knockback scaling (100 → 90).}}
***{{nerf|Altogether these changes combined with Jigglypuff's worse air mobility and the introduction of hitstun canceling reduce its effectiveness as a [[Wall of Pain]].}}
*[[Up aerial]]:
**{{buff|Up aerial has less startup lag with a longer duration much like its ''Smash 64'' counterpart (frames 9-12 → 8-16), and it has less ending lag (FAF 38 → 37).}}
**{{change|It now has three smaller hitboxes rather than one large hitbox (5.6u → 4u/4u/4u).}}
**{{change|Its angle has been altered (90° → 88°).}}
**{{nerf|It deals less damage (12% → 9%). This hinders its KO potential, while the changes to ''Brawl''{{'}}s physics also significantly hinder its combo and juggling potential.}}
*[[Down aerial]]:
**{{buff|Down aerial is now capable of [[trip]]ping opponents at higher percents. Combined with the move's ability to auto-cancel in a short hop, this improves its setup potential. It also deals more total damage (14.74% → 16%) due to the changes to [[stale-move negation]].}}
**{{change|With the introduction of multipliers for [[hitlag]] and [[SDI]] in ''Brawl'', down aerial has received a below-average hitlag multiplier (0.8×), but an above-average [[SDI multiplier]] (1.2×). This makes SDI more effective against the move, but gives opponents less time to execute it.}}


== Event Matches ==
===Throws/other attacks===
*'''[[Event 29: All-Star Semifinal Regulars]]'''- Select a character to fight against the original four hidden characters on [[Yoshi's Island]].
*[[Grab]]s:
*'''[[Event 35: The Visitor to Flat Zone]]'''- As [[Mr. Game & Watch (SSBB)|Mr. Game & Watch]], KO [[Peach (SSBB)|Peach]], Jigglypuff, and [[Toon Link (SSBB)|Toon Link]] on [[Flat Zone 2]]. All three opponents have the "Game & Watch" effect on their models.
**{{buff|Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (FAF 31 → 30 (standing), FAF 41 → 40 (dash)).}}
<!--
*[[Pummel]]:
REMEMBER: Nintendo's official stance is that Jigglypuff, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
**{{buff|[[Pummel]] is faster (30 → 20 frames).}}
-->
*[[Forward throw]]:
== Co-Op Event Matches ==
**{{nerf|[[Forward throw]] deals less damage (12% → 10%), and its first hit no longer overrides the throw itself, severely decreasing the move's knockback (40 (base)/110 (scaling) → 100/30) and giving it a higher angle (361° → 55°) against grabbed targets as a result. This significantly worsens its edgeguarding and KO potential, going from the second strongest forward throw in ''Melee'' to among the weakest in ''Brawl''.}}
*'''[[Co-Op Event 16: Jigglypuff's Great Comeback]]'''- On Castle Siege, play as tiny Jigglypuff and Mr. Game & Watch against giant [[Ness (SSBB)|Ness]] and [[Lucas (SSBB)|Lucas]]. Over the course of the battle, the opponents shrink down to the players' tiny sizes, while Jigglypuff grows.
*[[Up throw]]:
*'''[[Co-Op Event 21: The True All-Star Battle]]'''- Select a character and take on the entire roster on [[Battlefield]].
**{{nerf|[[Up throw]] deals less damage (11% → 10%) and knockback (130 (base)/25 (scaling) → 110/30). While this would make it better for combos, the universally decreased falling speeds and the introduction of hitstun canceling have completely removed its combo potential, including the [[space animal slayer]].}}
*[[Down throw]]:
**{{buff|[[Down throw]] now consists of only one hit right before the throw, instead of five hits as Jigglypuff rolls on the opponent. However, the move still deals more total damage (1% (hits 1-4)/3% (hit 5)/2% (throw) → 4% (hit 1)/6% (throw)).}}
*[[Floor attack]]:
**{{nerf|[[Floor attack]]s deal consistent damage per hit (8%/6% → 6%).}}


==Role in ''[[Subspace Emissary]]''==
===Special moves===
Jigglypuff does not play a major role in ''Subspace Emissary'', being an optional character, much like Toon Link and [[Wolf (SSBB)|Wolf]]. If you enter the new door in Swamp which appears after you've finished Subspace Emissary, it will take you to [[Pokémon Stadium 2]], where Jigglypuff is performing a song. You will then fight Jigglypuff.
*[[Rollout]]:
**{{buff|Rollout no longer causes [[helplessness]] when used in the air.}}
**{{buff|Rollout has much less recoil when hitting an opponent, reducing the chance of Jigglypuff SDing when hitting an opponent near an edge.}}
**{{buff|Jigglypuff can now slow down in the air by inputting in the opposite direction, reducing the chances of rolling offstage and SDing.}}
**{{nerf|Grounded Rollout has considerably lower knockback scaling (120 → 100) and launches at a higher angle (20° → 30°), noticeably hindering its KO potential.}}
**{{change|Jigglypuff does not vocalize during Rollout until it is fully charged.}}
*[[Pound]]:
**{{nerf|Pound deals less damage (13% → 11%), hindering its KO potential.}}
**{{nerf|It has more startup (frame 12 → 13) with a longer total duration (FAF 45 → 46).}}
**{{nerf|It cannot be angled as much in the air.}}
*[[Sing]]:
**{{buff|Sing now counts as three separate hitboxes rather than one hitbox which respawns three times. This means that if the opponent shields the first wave, they can now get hit by the other waves.}}
**{{nerf|Sing has more startup, with its first two waves having shorter durations (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134), and now triggers [[counterattack]]s. It can also no longer reset the sleep duration of an already [[asleep]] opponent, preventing it from being used to indefinitely [[stall]] them out.}}
**{{change|Its soundwaves are now only yellow instead of being colorful. Jigglypuff also now opens its eyes once the song is over instead of opening them at the last part of the song.}}
*[[Rest]]:
**{{buff|Instead of using the [[flame]] effect, Rest applies a [[flower]] to the opponent, which causes much more damage (28% → 45%) if the opponent applies no [[button mashing]]. It also has one extra frame of [[intangibility]] (frames 1-26 → 1-27).}}
**{{nerf|It has more startup (frame 1 → 2), and deals significantly less initial damage (28% → 15%) along with less knockback (78 (base)/120 (scaling) → 100/75), greatly reducing its KO potential and overall utility.}}
**{{change|Rest launches opponents at a vertical angle ([[Sakurai angle|361°]] → 88°), increasing its safety onstage if it KOs the opponent, but hindering its safety offstage and further reducing its KO ability near edges.}}
**{{change|In the Japanese language, Jigglypuff gained a new voice clip for performing Rest again; the move's voice clip from ''Melee'' can still be heard when Jigglypuff is [[stun]]ned, though it is difficult to hear due to breaking its shield usually causes a [[self-destruct]].}}
*[[Puff Up]]:
**{{change|Jigglypuff now has a [[Final Smash]]: Puff Up. Jigglypuff rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before quickly deflating back to its normal size.}}


==Moveset==
==Moveset==
{{MovesetTable
|neutralname=&nbsp;
|neutral1dmg=3%
|neutral2dmg=3%
|neutraldesc=Two very quick, yet extremely short ranged slaps. Good for jab locking. Active on frames 5-6.
|ftiltname=&nbsp;
|ftiltdmg=10%
|ftiltdesc=A spin kick. Short ranged. Can be angled, with no difference to damage. Can KO at the ledge at 141%.
|utiltname=&nbsp;
|utiltdmg=9% (clean), 8% (late)
|utiltdesc=Lifts its foot behind it, attacking upward. The clean hit only hits behind Jigglypuff, while the late hit can hit in front, albeit with minimal range. Active on frames 9-13. Good knockback, KOing from the ground at 126%.
|dtiltname=&nbsp;
|dtiltdmg=10%
|dtiltdesc=Ducks down and sticks its foot out. Has average start-up (hitting on frames 10-12) and ending lag, but decent range for Jigglypuff. Mid-low knockback, cannot combo or KO effectively.
|dashname=&nbsp;
|dashdmg=12% (clean), 8% (late)
|dashdesc=Leaps forward with a headbutt. Hits on frame 5-15. KOs at 110% at the ledge, and 149% from the center of {{SSBB|Final Destination}}.
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSBB|16}} (clean), {{ChargedSmashDmgSSBB|13}} (late)
|fsmashdesc=Slides forward while sticking its foot out. Short duration, but average startup (first hitting on frame 16) and ending lag, and deals strong knockback, KOing uncharged at 110% and fully charged at 70% from the center of Final Destination.
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBB|15}} (head), {{ChargedSmashDmgSSBB|13}} (body)
|usmashdesc=Headbutts upward. Works well with the [[DACUS]], which greatly enhances Jigglypuff's slow ground game, as it allows it to attack from a distance, with the up smash being a powerful vertical finisher. Active on frames 16-19.
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBB|12}}
|dsmashdesc=Puffs downward, kicking to both sides. Has short range, but deals decent knockback and launches at a perfectly horizontal angle, putting opponents in inconvenient places to recover. Active on frames 14-15.
|nairname=&nbsp;
|nairdmg=10% (clean), 6% (late)
|nairdesc=Sticks its foot out, shrinking in on itself a little. A very long [[sex kick]]. KOs at 145% at the ledge.
|fairname=&nbsp;
|fairdmg=12%/10% (clean), 6% (late)
|fairdesc=Dropkicks forward. The clean hit's sweetspot is located closer to Jigglypuff, and is a decent finisher, KOing at 86% at the ledge and 122% from the centre of Final Destination. Active on frames 8-20.
|bairname=&nbsp;
|bairdmg=12%
|bairdesc=A spin kick behind itself. Good for [[Wall of Pain]] and [[stage spiking]], but KOs later compared to forward aerial. KOs at 132% at the ledge.
|uairname=&nbsp;
|uairdmg=9%
|uairdesc=Waves one arm above itself. Has a long duration (frames 8-16), but a small hitbox. Low knockback up to 100% gives it decent combo ability. Cannot KO from the ground until 170%.
|dairname=&nbsp;
|dairdmg=2% (hits 1-8)
|dairdesc=A spinning drill kick. Can cause tripping, allowing it to lead into [[Rest]]. All hits [[meteor smash]] grounded opponents, keeping them in place, while sending aerial opponents at a [[semi-spike]] angle. First hit starts on frame 5.
|grabname=&nbsp;
|grabdesc=Hooks the opponent with its left arm. Low range.
|pummelname=&nbsp;
|pummeldmg=3%
|pummeldesc=Slaps with its tuft of hair. Slow but highly damaging for a pummel.
|fthrowname=&nbsp;
|fthrowdmg=5% (hit 1), 5% (throw)
|fthrowdesc=Puffs once, launching the opponent forward. Has very high base knockback, but very low knockback scaling.
|bthrowname=&nbsp;
|bthrowdmg=10%
|bthrowdesc=Back suplexes the opponent. Has similar knockback to forward throw.
|uthrowname=&nbsp;
|uthrowdmg=10%
|uthrowdesc=Spins once and throws the opponent up. Decent finisher near the top [[blast line]]. Jigglypuff's only throw that can KO in [[Sudden Death]].
|dthrowname=&nbsp;
|dthrowdmg=4% (hit 1), 6% (throw)
|dthrowdesc=Rolls back and forth on the opponent.
|floorfname=&nbsp;
|floorfdmg=6%
|floorfdesc=Spins its legs around while getting up, kicking in front and behind it. Short ranged.
|floorbname= &nbsp;
|floorbdmg=6%
|floorbdesc=Spins its legs around while getting up, kicking in front and behind it. Short ranged. Makes a [[Rollout]] sound.
|floortname=&nbsp;
|floortdmg=5%
|floortdesc=Spins on its head and kicks around itself.
|edgefname=&nbsp;
|edgefdmg=6%
|edgefdesc=Flips up and kicks.
|edgesname=&nbsp;
|edgesdmg=6%
|edgesdesc=Slowly gets up and spins on both sides of itself.
|nsname=Rollout
|nsdmg=8-18%
|nsdesc=Charges up, and then rolls at opponent. Damage, velocity, and knockback determined by charge time.
|ssname=Pound
|ssdmg=11%
|ssdesc=Punches forward, giving Jigglypuff some horizontal momentum. Launches opponents either upward if hit close to Jigglypuff, or at a reverse horizontal angle if hit with the tip of its arm, and deals high [[shield damage]]. In midair, it can be aimed vertically, allowing it to significantly aid Jigglypuff's recovery if used repeatedly.
|usname=Sing
|usdmg=5% (SSE)
|usdesc=Sings to produce up to three consecutive musical waves, which put close opponents to sleep. Can only affect grounded opponents. Enemies in [[The Subspace Emissary]] take damage from the waves instead.
|dsname=Rest
|dsdmg=15%
|dsdesc=Takes a nap, producing a hitbox at the center of its body for one frame and undergoing a brief period of [[intangibility]]. It is active on frame 2, making it the fastest attack in Jigglypuff's arsenal, and deals powerful knockback, KOing {{SSBB|Mario}} at 67% from the ground and {{SSBB|King Dedede}} at 87%. However, it has very short range and an extremely long duration of 249 frames (more than 4 seconds), leaving it very punishable if it misses or fails to KO the opponent.
|fsname=Puff Up
|fsdmg=17%
|fsdesc=Slowly puffs up. At the apex of the move, any characters touching Jigglypuff will be pushed away, then launched horizontally as it deflates.
}}


=== Ground Attacks ===
===Stats===
'''Normal'''
{{technical data|Needs short hop and double jump heights}}
* Neutral Attack - ''Double Slap'' - Slaps two times.
{{Attributes
* Dash Attack - ''Puff Bash'' - Dives forward, head first.
|cast      = 39
* Strong Side - ''Sweep'' - Spins once while kicking.
|weight    = 68
* Strong Up - ''Back Kick'' - Lifts its foot behind it, attacking upward.  
|rweight    = 39
* Strong Down - ''Foot Jab'' - Ducks down and sticks its foot out.  
|dash      = 1.4
'''Smash'''
|rdash      = 22-27
* Side Smash - ''Lunge Kick'' - Slides forward while keeping foot stuck out. Long duration .  
|run        = 1.1
* Up Smash - ''Headbutt'' - Headbutts upward.
|rrun      = 39
* Down Smash - ''Squash Kick'' - Puffs downward, hitboxes on the side.
|walk      = 0.7
'''Other'''
|rwalk      = 38-39
* Ledge Attack -
|trac      = 0.0718
* 100% Ledge Attack -
|rtrac      = 2
* Floor Attack -
|airfric    = 0.0375
|rairfric  = 2
|air        = 1.269
|rair      = 2
|baseaccel  = 0.05
|rbaseaccel = 2
|addaccel  = 0.08
|raddaccel  = 10-17
|gravity    = 0.05056
|rgravity  = 39
|fall      = 0.98
|rfall      = 39
|ff        = 1.372
|rff        = 39
|jumpsquat  = 6
|rjumpsquat = 27-35
|jumpheight = 19.79264911
|rjumpheight= 39
|shorthop  = ?
|rshorthop  = ?
|djump      = ?
|rdjump    = ?
}}


=== Aerial Attacks ===
===[[Announcer]] call===
* Neutral Aerial - ''Air Kick'' - Sticks foot out, shrinking in on itself a little.
{{audio|Needs announcer calls from other languages.}}
* Forward Aerial - ''Double Kick'' - Dropkicks forward.
<gallery>
* Back Aerial - ''Spin Kick'' - Spins once backward and kicks.
Jigglypuff English Announcer SSBB.wav|English
* Up Aerial - ''Uppercut'' - Waves once upward.
</gallery>
* Down Aerial - ''Drill Kick'' - Spinning drill kick.


=== Grabs & Throws ===
===[[Wii Remote selection sound]]===
* Pummel - ''Slap'' - Slaps.
{{SelectSound|char=Jigglypuff|desc=Jigglypuff makes a bouncy noise and shouts.}}
* Forward Throw - ''Expand'' - Puffs once, hitting opponent forward.
* Back Throw - ''Overthrow'' - Back suplexes opponent.
* Up Throw - ''Twirl'' - Spins once and sends opponent up.
* Down Throw - ''Wrestle'' - Rolls back and forth on its opponent.


==Special Moves==
===[[On-screen appearance]]===
{{specialmoves|Rollout (move)|Pound|Sing|Rest|Puff Up|Jigglypuff}}
{{Appearance
<!--
|desc=Comes out of a Poké Ball, then does a short, bouncy dance.
REMEMBER: Nintendo's official stance is that Jigglypuff, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
|char=Jigglypuff
-->
|game=SSBB}}
 
===[[Taunt]]s===
{{Taunt/SSBB
|char=Jigglypuff
|desc-up=Spins on one leg around and says "Jigglypuff" while puffing up a little.
|desc-side=Spins very fast on one leg then stops and has its arm pointed upward while looking in the direction it's pointing.
|desc-down=Waves its arms up and then flattens and floats down. Based on Jigglypuff's "faint" animation in battles in the home console ''Pokémon'' games.}}
 
===[[Idle pose]]===
{{Idle
|desc=Turns to look towards the left and then returns to normal position.
|image=Jigglypuff Idle Pose 2 Brawl.png}}
 
===[[Crowd cheer]]===
{{Crowd
|char=Jigglypuff
|char-jp=Purin
|game=Brawl
|desc-us=Jig-gly-puff!
|desc-jp=Pu-ri-n!
|pitch-us=Female
|pitch-jp=Group chant}}
 
===[[Victory pose]]s===
{{Victory/SSBB
|victory-theme=PokemonUniverseTheme.ogg
|victory-desc=An excerpt from the main theme of the ''Pokémon'' series.
|desc-up=Jumps up two times, then does an aerial flip.
|desc-left=Attempts to bounce up, but ends up on its back.
|desc-right=Rests, then wakes up for a split second before resting again.
|char=Jigglypuff}}
 
==In [[competitive play]]==
===Most historically significant players===
:''See also: [[:Category:Jigglypuff players (SSBB)]]''
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


==Strategies & Tips==
*{{Sm|C7A|France}} - The only solo Jigglypuff player to reach notable success with the character. Considered the best Jigglypuff player in Europe and was able to defeat high-level players there with the character.
Combo! Going for a big attack in the beginning is a bad idea. Bring the opponent to the air and combo them over and over.
*{{sm|Dapuffster|USA}} - Was unanimously considered the best Jigglypuff player, and besides being one of the very few legitimate Jigglypuff mains, was the only one good enough to gain beyond regional recognition purely off his abilities. Living in the murderously strong [[NY/NJ]] area however, he was never a PR contender, and he would eventually drop Jigglypuff for {{SSBB|Diddy Kong}}.
*{{sm|Hungrybox|USA}} - While he never remotely approached his level of greatness in ''Melee'', he was a respectable player in ''Brawl'' despite using the drastically nerfed Jigglypuff and not having much practice in the game, being good enough to once get ranked on the [https://www.ssbwiki.com/Florida_Power_Rankings#September_2012.5B10.5D Florida Power Rankings] using Jigglypuff alongside {{SSBB|King Dedede}}. Even when accounting for multi-character usage, no other player ever got ranked on a high level ''Brawl'' PR using Jigglypuff.


Be careful using Rest; it is very hard to land and even if you do hit with it, opponents will catch on. A good setup to Rest is Jigglypuff's down air.
===Tier placement and history===
Jigglypuff has always been seen as one of the worst characters in ''Brawl''; right away players noticed its significant nerfs to key attributes, and its terrible transitioning into ''Brawl''{{'}}s physics and gameplay changes. Over the years, despite Jigglypuff's still strong aerial game, air camping abilities, and recovery, metagame developments for Jigglypuff were startlingly barren. Jigglypuff was also perhaps the most unpopular character in ''Brawl'' competitive play, lacking the dedicated playerbase other low tier characters had, having barely any notable players, and was a very rare sight at even low level local tournaments with casual players. Jigglypuff's abysmal matchup spread further compounds this, with nearly all top- and high-tiered characters having multiple options to combat its abysmal approaches and overwhelm it in return. As such, Jigglypuff has always been ranked among the four worst characters in the game in all iterations of the BBR's tier list. Some players even believed Jigglypuff, rather than {{SSBB|Ganondorf}}, was the worst character in the game, since the latter at least possesses a fearsome punish game and Ganondorf players have achieved notably better results despite his perceived overall worse matchup spread. In fact, the Japanese playerbase ranked Jigglypuff as the worst character on their [[Japanese tier list|tier list]], though the BBR did not follow suit in their final ''Brawl'' tier list, instead ranking Jigglypuff as the third worst character, above Ganondorf and {{SSBB|Zelda}}.


Once an enemy is off the stage, Wall of Pain them. Use Jigglypuff's forward air (or back air if you're experienced enough) and keep knocking them away. Jigglypuff can almost always get back to the stage.
==Role in [[The Subspace Emissary]]==
[[File:Jigglypuff Subspace Emissary Brawl.png|thumb|250px|Jigglypuff in ''[[SSE]]''.]]
Jigglypuff is an optional character in The Subspace Emissary, much like {{SSBB|Toon Link}} and {{SSBB|Wolf}}, who consequently does not have a role in the story.


Don't wait from a distance, because Jigglypuff has no projectiles and is vulnerable to them. Keep in close to accommodate for Jigglypuff's short range but make sure to not get too cocky and get hit by a powerful attack.
To unlock it, first the player must complete The Subspace Emissary, whereupon an extra door in [[The Swamp]] can be found that links to [[Pokémon Stadium 2]], where Jigglypuff is performing a song. Jigglypuff is then fought and, if defeated, is unlocked (if not already unlocked) and joins the player's party.


Rollout recoveries are extremely helpful. Although everyone sees them coming, they ensure you make it back to the stage without being sent flying again, as most people dodge, and rollout has high priority.
===Exclusive [[sticker]]s===
These stickers can only be used by Jigglypuff or a select few including it.
*Charizard: [Arm, Leg] attack +10
*Deoxys: [Slash] attack +10
*Entei: [Flame] attack +20
*Goldeen: [Leg] attack +4
*Groudon: [Flame] resistance +14
*Gulpin: [Electric] attack +16
*Jigglypuff: [Body, Spin] attack +31
*Jirachi: [Arm, Leg] attack +7
*Meowth: [Slash] attack +5
*Metagross: Launch resistance +23
*Mew: [Body, Spin] attack +4
*Moltres: [Flame] attack +20
*Pokémon Trainer: [Arm, Leg] attack +13
*Staryu: [Specials: Direct] attack +3
*Togepi: [Body, Spin] attack +11
*Torchic: [Flame] attack +8
*Weavile: [Slash] attack +5


When recovering below a ledge, keep note (especially for beginners) that Jigglypuff's Up-special is not a recovery move, and you can fall to an [[SD]] if you use it thinking of it as a recovery move.
==In Solo Modes==
==={{SSBB|Classic Mode}}===
In Classic Mode, Jigglypuff can appear as an opponent or ally in Stage 3 if it has been unlocked along with {{SSBB|Pikachu}}, {{SSBB|Pokémon Trainer}}, and {{SSBB|Lucario}} on [[Pokémon Stadium 2]] or [[Spear Pillar]] (with the latter available if it has been unlocked). Jigglypuff can also appear as an opponent in Stage 11, but only if it hasn't appeared in Stage 3.


===[[All-Star Mode]]===
In All-Star Mode, Jigglypuff is fought in Stage 18 alongside {{SSBB|Pikachu}}, {{SSBB|Pokémon Trainer}}, and {{SSBB|Lucario}} on [[Pokémon Stadium 2]] or [[Spear Pillar]] (with the latter available if it has been unlocked).


===[[Event Match]]es===
====Solo Events====
*'''[[Event 29: All-Star Semifinal Regulars]]''': Jigglypuff is one of the opponents fought in this event. All opponents are characters that were unlockable from the original ''[[Super Smash Bros.]]'' game.
*'''[[Event 35: The Visitor to Flat Zone]]''': As {{SSBB|Mr. Game & Watch}}, the player must defeat {{SSBB|Peach}}, {{SSBB|Toon Link}}, and Jigglypuff on [[Flat Zone 2]]. All three opponents have the "Game & Watch" effect on their models.


== Special Movements ==
====Co-Op Events====
===[[Taunt|Taunts]]===
*'''[[Co-Op Event 16: Jigglypuff's Great Comeback]]''': Jigglypuff and {{SSBB|Mr. Game & Watch}}, who are tiny, must defeat {{SSBB|Lucas}} and {{SSBB|Ness}}, who are giant, on [[Castle Siege]]. As the stage changes to different backgrounds, Jigglypuff will grow and Lucas and Ness will shrink.
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}.


'''Up:''' Spins once, puffs up and winks, then says "Jigglypuff!" (same as in ''[[Melee]]'' and ''[[SSB]]'').
===[[Congratulations_screen#Super_Smash_Bros._Brawl|Ending Images]]===
<center>
<gallery>
Jigglypuff Congratulations Screen Classic Mode Brawl.png|Classic Mode
Jigglypuff Congratulations Screen All-Star Brawl.png|All-Star Mode
</gallery>
</center>


'''Side:''' Spins quickly and points to the sky., oddly similar to one of [[Kirby (SSBB)]]'s taunts.
==[[Trophies]]==
Jigglypuff's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Jigglypuff.


'''Down:''' Deflates and floats down. (same as KO animation in 3D ''Pokémon'' games)
{{Trophy/Fighter
|name=Jigglypuff
|image=Jigglypuff - Brawl Trophy.png
|mode=Classic
|desc=A Balloon Pokémon. It invites opponents in close with its big, round eyes, then puts them to sleep with a calming song. The secret to the song's unfailing efficacy is Jigglypuff's ability to sing on the wavelength that will make its opponent the sleepiest. It also uses Attract to infatuate opponents who touch it. It uses a Moon Stone to evolve into {{pkmn|Wigglytuff}}.
|gamelist={{Trophy games|console1=GB|game1={{iw|bulbapedia|Pokémon Red/Blue}}|console2=DS|game2={{iw|bulbapedia|Pokémon Diamond/Pearl}}}}
|game=Brawl
}}
{{clrl}}


===[[On-Screen Appearance]]===
{{Trophy/Fighter
Appears from a Poké Ball, and puffs itself up.
|name=Puff Up
<!--
|image=Puff Up - Brawl Trophy.png
REMEMBER: Nintendo's official stance is that Jigglypuff, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
|desc=Jigglypuff's Final Smash. It wills its body to get bigger and bigger and bigger. It can't move, and it can't attack--all it can do is get bigger while everyone else looks on. However, it's invulnerable, and it overpowers all attacks to gradually push its opponents off the screen. It's a very simple technique, but how it's used determines its effectiveness.
-->
|gamelist={{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}}
===[[Victory Pose]]===
|game=Brawl
'''[[Victory Theme]]''': ''[[Victory Theme#Pokemon Red/Blue Main Theme|Pokemon Red/Blue Main Theme]]''
}}
*Rests, wakes up for a split second before resting again.
{{clrl}}
*Jumps up two times, then an aerial flip.
*Attempts to bounce up, but ends up on its back.


===[[Wii Remote|Wii Remote Choice]]===
==[[Alternate costume (SSBB)#Jigglypuff|Alternate costumes]]==
Makes a [[Rollout]] sound and then says "Puff!", as if doing [[Pound]].
{|style="margin:1em auto 1em auto;text-align:center"
|-
|colspan=5|[[File:Jigglypuff Palette (SSBB).png]]
|-
|{{Head|Jigglypuff|g=SSBB|s=25px}}
|{{Head|Jigglypuff|g=SSBB|s=25px|cl=Red}}
|{{Head|Jigglypuff|g=SSBB|s=25px|cl=White}}
|{{Head|Jigglypuff|g=SSBB|s=25px|cl=Blue}}
|{{Head|Jigglypuff|g=SSBB|s=25px|cl=Green}}
|}


===[[Classic Mode|Credits Music]]===
==Gallery==
*''Road to Viridian City (From Pallet Town/Pewter City)''
<gallery>
SSBBDojoJigglypuff1.jpg|Using its [[up aerial]] on [[Spear Pillar]].
SSBBDojoJigglypuff2.jpg|Using its [[back aerial]] on [[Smashville]].
SSBBDojoJigglypuff3.jpg|[[Taunt]]ing alongside {{SSBB|Ness}} on [[New Pork City]].
SSBBDojoJigglypuff4.jpg|Using its up aerial near {{SSBB|Ganondorf}} on Smashville.
</gallery>


[[Image:Lucario-smash-2.png|100px|thumb|Jigglypuff's (and Lucario's) Leaked Confirmation.]]
<!--
REMEMBER: Nintendo's official stance is that Jigglypuff, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
-->
==Trivia==
==Trivia==
*One of Jigglypuff's alternate costumes is the hat of the female [[Pokémon Trainer]] from the [[Pokémon FireRed and LeafGreen|GBA remake]].
*[[Masahiro Sakurai]] stated that Jigglypuff, along with {{SSBB|Toon Link}} and {{SSBB|Wolf}}, were almost cut from ''Brawl'' due to time constraints and their late consideration for inclusion in the game, hence why they are excluded from and cannot be unlocked while playing through the main [[Subspace Emissary]] story.<ref>[http://www.sourcegaming.info/2015/08/17/sakuraibrawlquestions/]</ref>
*Another one of Jigglypuff's alternate costumes is very similar to hat of [[Kirby]]'s Sleep Ability from his game series.  
**Jigglypuff is also the only veteran who does not have a Subspace Emissary role.
*Jigglypuff, alongside [[Lucario (SSBB)|Lucario]] and [[Ness (SSBB)|Ness]], were leaked as playable characters in an official preview video before the game's release and before being revealed on the ''[[Smash Bros. DOJO!!]]'' website (see image on the right). But it should be noted Jigglypuff was accidentally leaked before in an interview with [[Solid Snake]]'s voice actor, David Hayter.
***Likely because of its late inclusion, there is an oddity with the [[character selection screen]] in The Subspace Emissary. While all other characters are ordered by when they joined the ''Smash'' series, Jigglypuff is placed with the ''Brawl'' newcomers rather than with the ''[[Super Smash Bros.]]'' veterans.
*Jigglypuff can become the largest character in the game. Jigglypuff must use its Final Smash in the [[Bridge of Eldin]] while it is being rebuilt, and then pick up a [[Super Mushroom]], or be turned into an egg by [[Yoshi (SSBB)|Yoshi]].
*In the American and PAL versions, Jigglypuff has only two [[KO]] screams — one for a [[Star KO]] and another for a normal KO. Jigglypuff is the only character in ''Brawl'' to have a single blast line KO clip.
*Unlike its previous appearances, Jigglypuff is no longer the easiest character to unlock.
*Jigglypuff’s official artwork is nearly identical to its ''Melee'' [[Smabura-Ken]] artwork. The only difference is that its arms are pointed slightly inward rather than outward.
*Jigglypuff is the only veteran character to not have a role in the main story of ''Subspace Emissary'', being unlockable only after its completion. This is possibly due to the fact that it would be able to skip entire level sections with its [[Shield Jump]] technique.
*In the Japanese version of ''Brawl'', Jigglypuff has some additional voice clips that don't have equivalents in the American/PAL versions:
[[Image:Giant_jigglypuff.jpg|100px|thumb|Jigglypuff while glitched on the Bridge of Eldin]]
**Jigglypuff vocalizes when using its first jump.
*When in Group Records, It shows the first eleven original characters. Jigglypuff is fourth to last on the chart when the scores are even.  The same thing happens in the [[Sound Test]] although Jigglypuff is fifth to last.
**Jigglypuff contains two soft-damage yells and two hard-damage yells, the latter being used in the [[Super Smash Bros. 4|next game]].
*Along with [[Pokemon Trainer (SSBB)|Pokémon Trainer]], [[Diddy Kong (SSBB)|Diddy Kong]], and [[Ice Climbers (SSBB)|Ice Climbers]], Jigglypuff is one of the only characters to have a unique "Defeated/No Contest" pose different from the traditional hand clapping, by tilting its head/body side to side.
**Jigglypuff uses two different voice clips when getting KO'd past the [[blast line]]s.
*Even when Jigglypuff is using Rollout, [[Sonic (SSBB)|Sonic]] can still outrun it with a Bunny Hood.
*Most of Jigglypuff's voice clips were simple imports from ''Melee''. One voice clip, involving it screaming "Jiggly!", was imported and can be heard in the [[sound test]], but is not used by Jigglypuff at all in the game.
*Jigglypuff is the only character with one death cry. Every other character has two (except [[Olimar (SSBB)|Olimar]], who has none).
*''Brawl'' is the only ''Super Smash Bros.'' game in which Jigglypuff does not have a bow as one of its costumes.
*Jigglypuff can circle most of [[Hyrule Temple]] by using Rising Pound to supplement its jumps, but must go through the tunnel instead of around the bottom spikes.
**''Brawl'' is also the only ''Super Smash Bros.'' game in which Jigglypuff uses its Shiny color for one of its costumes.
*If Jigglypuff's shield breaks, Jigglypuff will fly up and get Star KOed unless a solid ceiling stops it, or you're in an upward scrolling stage in SSE/Aventure Mode in Melee (See [[Shield Jump]])
*Jigglypuff and {{SSBB|Mr. Game & Watch}} are the only veterans who can no longer become helpless via any of their special moves in their transitions from ''Melee'' to ''Brawl''. Their helpless animations, which are carried over from ''Melee'', can be seen briefly during their [[air dodge]] animations.
<!--
*Jigglypuff and {{SSBB|Luigi}} are the only characters that players are not forced to play as in single-player [[Event Matches]].
REMEMBER: Nintendo's official stance is that Jigglypuff, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "he" or "she".
*Jigglypuff, along with Diddy Kong, Pokémon Trainer, and the Ice Climbers, are the only characters in ''Brawl'' that do not clap in the [[Results screen]] after losing or at the No Contest screen.
-->
*Jigglypuff is the only character to have a slightly different [[damage meter]] portrait than their official artwork. The official artwork has it standing upright while the damage meter portrait has it tilted.
*''Brawl'' is the first game in the ''Super Smash Bros.'' series in which Jigglypuff cannot be unlocked after completing [[Classic Mode]] (or its ''Smash 64'' counterpart, [[1P Game]]) with any character. This unlock criteria is instead given to {{SSBB|Marth}}.
*Jigglypuff's trophy description states that it uses {{iw|bulbapedia|Attract|move}} to infatuate opponents who touch it, which is incorrect. Attract is a status move that causes infatuation, while {{iw|bulbapedia|Cute Charm|Ability}} is an ability that causes infatuation on physical contact, and one which Jigglypuff can have.
*A CPU Jigglypuff will repeatedly use [[Pound]] when it uses all it’s jumps but doesn’t get back to the stage.


==External Link==
==External links==
[http://img339.imageshack.us/img339/2581/1200887133350nr6.png Source]
*[http://www.smashbros.com/wii/en_us/characters/hidden10.html Jigglypuff's page at ''Smash Bros. DOJO!!''.]
*[http://www.smashboards.com/showthread.php?t=199581 Jigglypuff Character Guide on SmashBoards]
*[http://www.youtube.com/watch?v=lBYx_Ld3lUM&feature=related Jigglypuff's hitbox size of each of its moves]


[http://youtube.com/watch?v=fCQWwvZYE1c Final Smash at 3:45]
==References==
{{reflist}}
[http://www.smashbros.com/en_us/characters/hidden10.html Jigglypuff's page at ''Smash Bros. DOJO!!''.]


{{SSBBCharacters}}
{{SSBBCharacters}}
{{Pokémon universe}}
{{Pokémon universe}}
 
[[Category:Pokémon (SSBB)]]
[[Category: Characters]]
[[Category:Jigglypuff (SSBB)| ]]
[[Category: Characters (SSBB)]]
[[Category:Trophies (SSBB)]]
[[Category: Pokémon universe]]
[[Category:Stickers]]
[[es:Jigglypuff (SSBB)]]

Latest revision as of 10:43, June 11, 2024

This article is about Jigglypuff's appearance in Super Smash Bros. Brawl. For this Pokémon in other contexts, see Jigglypuff.
Jigglypuff
in Super Smash Bros. Brawl
Jigglypuff SSBB.jpg
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in SSB
in Melee
in SSB4
in Ultimate
Availability Unlockable
Final Smash Puff Up
Tier F (36)
JigglypuffHeadSSBB.png

Jigglypuff (プリン, Purin), stylized as JIGGLYPUFF in Europe, is a character in Super Smash Bros. Brawl. Confirmation of its appearance in Brawl, along with its fellow veteran Ness and the newcomer Lucario, were leaked before the game's release through a promotional video on the Japanese Wii website about sticker power ups; it was later officially confirmed via Smash Bros. DOJO!! on March 25, 2008.

Jigglypuff is voiced by Rachael Lillis in English via reused voice clips from Smash 64, and by Mika Kanai in Japanese via voice clips last used in Smash 64, Melee, and some new ones. It is also voiced by Virginie Demians and Dina Kuerten in French and German, respectively, replacing Guilaine Gilbert and Mara Winzer from Melee, the latter two also voicing the Pokémon Trainer in the French and German versions of Brawl.

Jigglypuff is ranked 36th on the Super Smash Bros. Brawl tier list in the bottom tier, a massive drop from its 3rd place ranking in the Melee tier list. Jigglypuff possesses incredible air mobility, a good aerial game, one of the strongest edge guarding games, and one of the best recoveries in Brawl. However, the reason for its huge tier drop is its terrible transition to Brawl's physics (like Captain Falcon, Jigglypuff's comboing ability was more reliant on hitstun than other characters). Jigglypuff has also had its KO moves nerfed, with Rest in particular suffering greatly; as opposed to KOing under 25% like it did in Melee, it does not reliably KO until around 75%, and it is much harder to land due to the ability to act out of hitstun and the reduced falling speeds (acting out of hitstun also prevents comboing into it). In addition to this, Jigglypuff has terrible reach in most of its attacks, one of the worst ground games (a combination of poor reach, slow ground speed, and terrible ground attacks), the worst endurance of any character in Brawl (exacerbated by Brawl's defensive play), most of its attacks being punishable on landing at low percents (combination of low base knockback in its attacks and high ending lag), and poor air to ground transitioning due to its floaty falling speed that prevent it from approaching safely in many match-ups. Such factors combine to result in terrible matchups and tournament results. As a result of its huge nerfs to its strongest traits and terrible transitioning to Brawl, Jigglypuff holds distinction of having the largest tier list drop between Melee and Brawl. Jigglypuff's position in Europe and Japan is worse than it is in America. In America, it is ranked as the 3rd worst character. In Europe and Japan, it is ranked as the 2nd and worst character in the game respectively.

How to unlock[edit]

Complete one of the following:

  • Play 350 VS. matches.
  • Find Jigglypuff in The Swamp stage after completing the Subspace Emissary. It can be found through the first door after defeating the False Giant Diddy Kong. Note that this method does not show the challenger approaching screen, but a cutscene of Jigglypuff challenging the player shows instead.
  • Complete 20 or more events after completing the Subspace Emissary.

The player must then defeat Jigglypuff on Pokémon Stadium 2.

Attributes[edit]

Jigglypuff is a character of the extremes, being the lightest and floatiest character in the game. With six jumps (albeit with the lowest height per jump), combined with the second fastest air speed (second only to Yoshi), the slowest falling speed, and Rising Pound, Jigglypuff dominates in aerial combat, and, with its forward aerial and back aerial moves, it can use the Wall of Pain technique very effectively allowing opponents to be K.O.ed at low percentages by being juggled off-screen. Jigglypuff's excellent aerial maneuverability makes up for its dash speed, which is the slowest in the game. A main disadvantage is that Jigglypuff's lightweight and floatiness means that it is sent flying rather easily in any direction. However, its light weight (combined with being floaty and small) also makes it immune to most chaingrabs. Despite this, because its air release has almost no horizontal distance, Jigglypuff can suffer from grab release combos by characters like Yoshi (though Jigglypuff has high vertical distance in its air release and can move one frame before anyone else's air release).

Jigglypuff has many attacks with decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided by Rollout, which is also a devastating approach attack on the ground, and the fact it never enters a helpless state makes the attack effective in the air too. However, Rollout, as with all charging approach attacks, can be predictable and can lead to a self-destruct if used carelessly. The move Rest provides invincibility frames which come out in one frame - faster than a shield - this allows for avoiding some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 75%, meaning Jigglypuff's vulnerability time after Rest is avoided if the attack hits. However, Rest leaves Jigglypuff extremely vulnerable if it misses. Jigglypuff also has a good array of strong albeit laggy smash attacks. Jigglypuff lacks projectiles, but its great aerial mobility helps it dodge many of them easily. Upon breaking its shield, Jigglypuff will be sent for a Star KO if there is no ceiling above it (see shield jump).

One of Jigglypuff's traits is that it has the slowest falling speed in the game, which is both beneficial and detrimental. This is beneficial because it allows for techniques such as the Wall of Pain, it significantly helps Jigglypuff's recovery, and it allows Jigglypuff to easily stay airborne in situations where ground play is dangerous. Jigglypuff's slow falling speed is detrimental because Jigglypuff cannot move from the air to the ground as quickly as most characters, limiting its options in most situations, and it makes vertically K.O.ing Jigglypuff very easy.

Changes from Super Smash Bros. Melee[edit]

In Melee, Jigglypuff was considered a top 3 character, mainly due to having disjointed hitboxes on its moves (such as its back aerial), and its Rest could KO below 10% near the edge, which made it one of the best finishers in the game and one of the strongest moves in general. Its air game was also extremely good, to the point where some even thought it was unpunishable, due to some moves having disjointed hitboxes as mentioned earlier. As a result, Jigglypuff was heavily nerfed in the transition from Melee to Brawl.

Jigglypuff's air game has been significantly weakened, as its air acceleration, formerly notorious for allowing it to weave in and out extremely quickly, has been largely reduced to be closer to that of the rest of the cast. This is further burdened by the cast generally having stronger recoveries and the changes to air dodging, which overall makes Jigglypuff's edgeguarding much less effective. Its most useful aerials from Melee, namely back aerial and up aerial, are not only adversely affected by these changes, but have received their own nerfs as well; the former has less range and more ending lag, while the latter deals less damage and is overall a less effective juggling tool. Jigglypuff's KO power has also been heavily decreased, as all its smash attacks are slower and weaker, while Rest's knockback has been significantly decreased to the point it can no longer KO under 70%, as opposed to KOing as low as 10% in Melee. Lastly, the introduction of hitstun canceling combined with the cast's universally decreased fall speeds have greatly hindered Jigglypuff's combo game, as some moves such as its up throw have completely lost their combo potential, and setups into Rest are much harder to perform.

Despite all the nerfs it has received, Jigglypuff did receive a few buffs. Its overall weight (while still low) has been significantly increased, giving it better survivability. Forward aerial has increased knockback, giving Jigglypuff a viable aerial attack to KO with at high percents. Down aerial is now also capable of tripping opponents, allowing it to be used for setups more effectively. Lastly, the introduction of DACUS slightly alleviates Jigglypuff's poor ground approach.

Overall, Jigglypuff's nerfs heavily outweigh its buffs, and the changes to Brawl hindered it more than they helped it, resulting in it going from one of the biggest threats in Melee to one of the weakest characters in Brawl.

Aesthetics[edit]

  • Change Jigglypuff has a more subdued color scheme. Its eyes are a brighter teal, its hair curl at the end became smaller, and its feet became slightly larger.
  • Change All of Jigglypuff's movements now make a squeaky, rubbery, and puffy sound (including midair jumps and attacks).
  • Change Jigglypuff is significantly less vocal. It no longer vocalizes while taking knockback or during its first jump. This doesn't apply to the Japanese version, however.
    • Change One of Jigglypuff's high knockback voice clips from Melee has been moved to Puff Up.
  • Change Jigglypuff's yellow crown from Melee is replaced by the female protagonist's hat from Pokémon FireRed and LeafGreen.

Attributes[edit]

  • Change As with the returning veterans, Jigglypuff's falling speed was reduced (1.3 → 0.98). Compared to the returning veterans, however, Jigglypuff falls faster. While this improves its endurance, it is more vulnerable to combos and chain grabs. Jigglypuff still maintains the lowest fall speed in the game.
  • Change Jigglypuff's gravity is lower (0.064 → 0.05056).
    • Buff Jigglypuff benefits the most from the new consideration of gravity on vertical knockback, having the biggest vertical knockback reduction, although it is more vulnerable to meteor smashes as a result.
  • Buff Jigglypuff is significantly heavier (60 → 68), which improves its horizontal survivability, although it is once again the lightest character in the game.
  • Buff Jigglypuff's traction is lower (0.09 → 0.0718), although relative to the cast, Jigglypuff now has the second highest traction with its traction being higher than all other returning veterans.
  • Nerf Jigglypuff's air speed is slower (1.35 → 1.269), no longer being the fastest in the game.
  • Nerf Jigglypuff's air acceleration is significantly lower (0.19 → 0.05 (base), 0.09 → 0.08 (additional)), no longer being the highest in the game by a considerable margin, which is exacerbated by most returning veterans having their air acceleration increased. This significantly worsens Jigglypuff's approach, punish and spacing abilities that constituted its outstanding neutral game in Melee.
    • Buff Though Jigglypuff's air acceleration is reduced much less while in its midair jump animation.
  • Nerf In a similar vein to Captain Falcon and Ganondorf, the introduction of hitstun canceling prevents Jigglypuff from racking up a significant amount of guaranteed damage, and makes it much harder to land its finishing moves (Rest in particular).
  • Nerf Jumpsquat is slower (5 → 6 frames).
  • Buff Sidestep has less ending lag (FAF 28 → 26).
  • Nerf Sidestep has increased startup lag (frame 2 → 3), and unlike the rest of the veterans' sidesteps, its intangibility was not increased, making it the sidestep with the shortest intangibility in the game.
  • Buff Rolls have less ending lag (FAF 35 → 33).
  • Nerf Forward roll has increased startup lag (frame 2 → 3).

Ground attacks[edit]

  • Neutral attack:
    • Buff Both hits have larger hitboxes (3.6u → 4.32u). The introduction of jab locking also improves its damage racking ability if the opponent misses a tech. Lastly, Jigglypuff can quickly repeat the first hit until it connects if the attack button is held.
    • Nerf Its first hit has more ending lag (FAF 16 → 17).
  • Forward tilt:
    • Nerf Forward tilt has more startup lag (frame 6 → 7).
  • Up tilt:
    • Buff Up tilt can KO earlier due to the generally slower falling speeds of the cast.
    • Nerf It has more startup and a shorter duration (frames 8-14 → 9-13). The changes to Brawl's physics also makes it significantly less useful for juggling.
  • Down tilt:
    • Nerf Down tilt has more ending lag (FAF 30 → 31) and smaller hitboxes (3.6u/4u → 3u).
  • Dash attack:
    • Buff Jigglypuff is capable of cancelling the initial frames of its dash attack for a DACUS, slightly improving its otherwise slow ground game.
    • Nerf It has more startup (frame 4 → 5).
  • Forward smash:
    • Nerf Forward smash has more startup (frame 12 → 16) and ending lag (FAF 45 → 55).
    • Nerf It has lower knockback scaling (118 (clean)/105 (late) → 103/80), and its clean hit deals less damage (17% → 16%), hindering its KO potential.
  • Up smash:
    • Buff Up smash's sweetspot now takes priority over its sourspot, making it easier to hit. Both are also larger (4u/6u → 4.8u/7.2u).
    • Nerf Up smash has much more startup (frame 7 → 16) and ending lag (FAF 45 → 54). It also has lower knockback scaling (110 → 100), and its sourspot deals less damage (14% → 13%), hindering its KO potential.
    • Change Up smash's angle has been altered (90° → 87°).
  • Down smash:
    • Buff Down smash's hitboxes are larger (4u/4.8u → 4.8u/5.6u).
    • Nerf Down smash has more startup (frame 9 → 14) and ending lag (FAF 48 → 53).
    • Change Down smash now sends grounded opponents sliding along flat surfaces even at percents where it would otherwise cause tumbling, including 999%. This prevents them from teching the move to survive, and allows it to take better advantage of edge slipping, but reduces its KO potential against opponents with high traction.

Aerial attacks[edit]

  • Change All aerials except down aerial have less landing lag (20/10 frames → 15). Due to the removal of L-canceling, however, their landing lag is not fully compensated.
  • Buff All aerials except neutral aerial auto-cancel earlier (frame 34 → 28 (forward), frame 25 → 23 (back), frame 37 → 35 (up), frame 39 → 38 (down)). Coupled with Jigglypuff's slower falling speed, this enables all of them to auto-cancel in a short hop.
  • Buff All aerials except up aerial have gained the ability to lock opponents.
  • Buff Jigglypuff's slower falling speed enables it to perform multiple aerials in a short hop such as two forward or back aerials.
  • Neutral aerial:
    • Buff Neutral aerial has a slightly longer duration (frames 6-28 → 6-29), less ending lag (FAF 50 → 44), and its clean hit has increased knockback (10 (base)/70 (scaling) → 20/90).
    • Nerf It deals less damage (12% (clean/9% (late) → 10%/6%), and its late hit has lower knockback scaling (80 → 70). It also auto-cancels later due to the move's longer duration (frame 29 → 30).
  • Forward aerial:
    • Buff Forward aerial's clean hit has increased knockback (10 (base)/100 (scaling) → 30/108), allowing it to KO more effectively at high percents.
    • Nerf Forward aerial has more startup lag with a shorter duration (frames 7-22 → 8-20), and more ending lag (FAF 35 → 37). Its late hit also deals less damage (7% → 6%) and knockback (10 (base)/80 (scaling) → 12/70).
  • Back aerial:
    • Buff Back aerial has less startup lag (frame 9 → 8).
    • Buff It has larger hitboxes (4u/4u/4.4u → 4u/4.5u/5u).
    • Nerf Its hitboxes are no longer attached to Jigglypuff's leg but rather, they are now stationary. While this allows the move to cover a set area more consistently throughout the active duration of the move and it allows the move to cover more of Jigglypuff's body, it significantly decreases its range, as the position of the hitboxes was not fully compensated (z offset: 2.0/-0.4/0 → -12/-8/4). As a result, the move is now only slightly disjointed, making it a much less effective spacing tool.
    • Nerf It has more ending lag (FAF 31 → 33).
    • Nerf It has decreased knockback scaling (100 → 90).
      • Nerf Altogether these changes combined with Jigglypuff's worse air mobility and the introduction of hitstun canceling reduce its effectiveness as a Wall of Pain.
  • Up aerial:
    • Buff Up aerial has less startup lag with a longer duration much like its Smash 64 counterpart (frames 9-12 → 8-16), and it has less ending lag (FAF 38 → 37).
    • Change It now has three smaller hitboxes rather than one large hitbox (5.6u → 4u/4u/4u).
    • Change Its angle has been altered (90° → 88°).
    • Nerf It deals less damage (12% → 9%). This hinders its KO potential, while the changes to Brawl's physics also significantly hinder its combo and juggling potential.
  • Down aerial:
    • Buff Down aerial is now capable of tripping opponents at higher percents. Combined with the move's ability to auto-cancel in a short hop, this improves its setup potential. It also deals more total damage (14.74% → 16%) due to the changes to stale-move negation.
    • Change With the introduction of multipliers for hitlag and SDI in Brawl, down aerial has received a below-average hitlag multiplier (0.8×), but an above-average SDI multiplier (1.2×). This makes SDI more effective against the move, but gives opponents less time to execute it.

Throws/other attacks[edit]

  • Grabs:
    • Buff Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (FAF 31 → 30 (standing), FAF 41 → 40 (dash)).
  • Pummel:
    • Buff Pummel is faster (30 → 20 frames).
  • Forward throw:
    • Nerf Forward throw deals less damage (12% → 10%), and its first hit no longer overrides the throw itself, severely decreasing the move's knockback (40 (base)/110 (scaling) → 100/30) and giving it a higher angle (361° → 55°) against grabbed targets as a result. This significantly worsens its edgeguarding and KO potential, going from the second strongest forward throw in Melee to among the weakest in Brawl.
  • Up throw:
    • Nerf Up throw deals less damage (11% → 10%) and knockback (130 (base)/25 (scaling) → 110/30). While this would make it better for combos, the universally decreased falling speeds and the introduction of hitstun canceling have completely removed its combo potential, including the space animal slayer.
  • Down throw:
    • Buff Down throw now consists of only one hit right before the throw, instead of five hits as Jigglypuff rolls on the opponent. However, the move still deals more total damage (1% (hits 1-4)/3% (hit 5)/2% (throw) → 4% (hit 1)/6% (throw)).
  • Floor attack:

Special moves[edit]

  • Rollout:
    • Buff Rollout no longer causes helplessness when used in the air.
    • Buff Rollout has much less recoil when hitting an opponent, reducing the chance of Jigglypuff SDing when hitting an opponent near an edge.
    • Buff Jigglypuff can now slow down in the air by inputting in the opposite direction, reducing the chances of rolling offstage and SDing.
    • Nerf Grounded Rollout has considerably lower knockback scaling (120 → 100) and launches at a higher angle (20° → 30°), noticeably hindering its KO potential.
    • Change Jigglypuff does not vocalize during Rollout until it is fully charged.
  • Pound:
    • Nerf Pound deals less damage (13% → 11%), hindering its KO potential.
    • Nerf It has more startup (frame 12 → 13) with a longer total duration (FAF 45 → 46).
    • Nerf It cannot be angled as much in the air.
  • Sing:
    • Buff Sing now counts as three separate hitboxes rather than one hitbox which respawns three times. This means that if the opponent shields the first wave, they can now get hit by the other waves.
    • Nerf Sing has more startup, with its first two waves having shorter durations (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134), and now triggers counterattacks. It can also no longer reset the sleep duration of an already asleep opponent, preventing it from being used to indefinitely stall them out.
    • Change Its soundwaves are now only yellow instead of being colorful. Jigglypuff also now opens its eyes once the song is over instead of opening them at the last part of the song.
  • Rest:
    • Buff Instead of using the flame effect, Rest applies a flower to the opponent, which causes much more damage (28% → 45%) if the opponent applies no button mashing. It also has one extra frame of intangibility (frames 1-26 → 1-27).
    • Nerf It has more startup (frame 1 → 2), and deals significantly less initial damage (28% → 15%) along with less knockback (78 (base)/120 (scaling) → 100/75), greatly reducing its KO potential and overall utility.
    • Change Rest launches opponents at a vertical angle (361° → 88°), increasing its safety onstage if it KOs the opponent, but hindering its safety offstage and further reducing its KO ability near edges.
    • Change In the Japanese language, Jigglypuff gained a new voice clip for performing Rest again; the move's voice clip from Melee can still be heard when Jigglypuff is stunned, though it is difficult to hear due to breaking its shield usually causes a self-destruct.
  • Puff Up:
    • Change Jigglypuff now has a Final Smash: Puff Up. Jigglypuff rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before quickly deflating back to its normal size.

Moveset[edit]

  Name Damage Description
Neutral attack   3% Two very quick, yet extremely short ranged slaps. Good for jab locking. Active on frames 5-6.
3%
Forward tilt   10% A spin kick. Short ranged. Can be angled, with no difference to damage. Can KO at the ledge at 141%.
Up tilt   9% (clean), 8% (late) Lifts its foot behind it, attacking upward. The clean hit only hits behind Jigglypuff, while the late hit can hit in front, albeit with minimal range. Active on frames 9-13. Good knockback, KOing from the ground at 126%.
Down tilt   10% Ducks down and sticks its foot out. Has average start-up (hitting on frames 10-12) and ending lag, but decent range for Jigglypuff. Mid-low knockback, cannot combo or KO effectively.
Dash attack   12% (clean), 8% (late) Leaps forward with a headbutt. Hits on frame 5-15. KOs at 110% at the ledge, and 149% from the center of Final Destination.
Forward smash   16% (clean), 13% (late) Slides forward while sticking its foot out. Short duration, but average startup (first hitting on frame 16) and ending lag, and deals strong knockback, KOing uncharged at 110% and fully charged at 70% from the center of Final Destination.
Up smash   15% (head), 13% (body) Headbutts upward. Works well with the DACUS, which greatly enhances Jigglypuff's slow ground game, as it allows it to attack from a distance, with the up smash being a powerful vertical finisher. Active on frames 16-19.
Down smash   12% Puffs downward, kicking to both sides. Has short range, but deals decent knockback and launches at a perfectly horizontal angle, putting opponents in inconvenient places to recover. Active on frames 14-15.
Neutral aerial   10% (clean), 6% (late) Sticks its foot out, shrinking in on itself a little. A very long sex kick. KOs at 145% at the ledge.
Forward aerial   12%/10% (clean), 6% (late) Dropkicks forward. The clean hit's sweetspot is located closer to Jigglypuff, and is a decent finisher, KOing at 86% at the ledge and 122% from the centre of Final Destination. Active on frames 8-20.
Back aerial   12% A spin kick behind itself. Good for Wall of Pain and stage spiking, but KOs later compared to forward aerial. KOs at 132% at the ledge.
Up aerial   9% Waves one arm above itself. Has a long duration (frames 8-16), but a small hitbox. Low knockback up to 100% gives it decent combo ability. Cannot KO from the ground until 170%.
Down aerial   2% (hits 1-8) A spinning drill kick. Can cause tripping, allowing it to lead into Rest. All hits meteor smash grounded opponents, keeping them in place, while sending aerial opponents at a semi-spike angle. First hit starts on frame 5.
Grab   Hooks the opponent with its left arm. Low range.
Pummel   3% Slaps with its tuft of hair. Slow but highly damaging for a pummel.
Forward throw   5% (hit 1), 5% (throw) Puffs once, launching the opponent forward. Has very high base knockback, but very low knockback scaling.
Back throw   10% Back suplexes the opponent. Has similar knockback to forward throw.
Up throw   10% Spins once and throws the opponent up. Decent finisher near the top blast line. Jigglypuff's only throw that can KO in Sudden Death.
Down throw   4% (hit 1), 6% (throw) Rolls back and forth on the opponent.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  6% Spins its legs around while getting up, kicking in front and behind it. Short ranged.
Floor attack (back)
Floor getups (back)
  6% Spins its legs around while getting up, kicking in front and behind it. Short ranged. Makes a Rollout sound.
Floor attack (trip)
Floor getups (trip)
  5% Spins on its head and kicks around itself.
Edge attack (fast)
Edge getups (fast)
  6% Flips up and kicks.
Edge attack (slow)
Edge getups (slow)
  6% Slowly gets up and spins on both sides of itself.
Neutral special Rollout 8-18% Charges up, and then rolls at opponent. Damage, velocity, and knockback determined by charge time.
Side special Pound 11% Punches forward, giving Jigglypuff some horizontal momentum. Launches opponents either upward if hit close to Jigglypuff, or at a reverse horizontal angle if hit with the tip of its arm, and deals high shield damage. In midair, it can be aimed vertically, allowing it to significantly aid Jigglypuff's recovery if used repeatedly.
Up special Sing 5% (SSE) Sings to produce up to three consecutive musical waves, which put close opponents to sleep. Can only affect grounded opponents. Enemies in The Subspace Emissary take damage from the waves instead.
Down special Rest 15% Takes a nap, producing a hitbox at the center of its body for one frame and undergoing a brief period of intangibility. It is active on frame 2, making it the fastest attack in Jigglypuff's arsenal, and deals powerful knockback, KOing Mario at 67% from the ground and King Dedede at 87%. However, it has very short range and an extremely long duration of 249 frames (more than 4 seconds), leaving it very punishable if it misses or fails to KO the opponent.
Final Smash Puff Up 17% Slowly puffs up. At the apex of the move, any characters touching Jigglypuff will be pushed away, then launched horizontally as it deflates.

Stats[edit]

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Needs short hop and double jump heights
You can discuss this issue on the talk page or edit this page to improve it.
Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump Height Double jump Height
Value 68 1.4 – Initial dash
1.1 – Run
0.7 0.0718 0.0375 1.269 0.05 – Base
0.08 – Additional
0.05056 0.98 – Base
1.372Fast-fall
6 19.79264911 - Base
? - Short hop
?

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

Wii Remote selection sound[edit]

  • Jigglypuff makes a bouncy noise and shouts.
Jigglypuff's selection sound

On-screen appearance[edit]

  • Comes out of a Poké Ball, then does a short, bouncy dance.
JigglypuffOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Spins on one leg around and says "Jigglypuff" while puffing up a little.
  • Side taunt: Spins very fast on one leg then stops and has its arm pointed upward while looking in the direction it's pointing.
  • Down taunt: Waves its arms up and then flattens and floats down. Based on Jigglypuff's "faint" animation in battles in the home console Pokémon games.
Up taunt Side taunt Down taunt
JigglypuffUpTauntBrawl.gif JigglypuffSideTauntBrawl.gif JigglypuffDownTauntBrawl.gif

Idle pose[edit]

  • Turns to look towards the left and then returns to normal position.
Jigglypuff Idle Pose 2 Brawl.png

Crowd cheer[edit]

English Japanese
Cheer
Description Jig-gly-puff! Pu-ri-n!
Pitch Female Group chant

Victory poses[edit]

An excerpt from the main theme of the Pokémon series.
  • Up: Jumps up two times, then does an aerial flip.
  • Left: Attempts to bounce up, but ends up on its back.
  • Right: Rests, then wakes up for a split second before resting again.
Up Left Right
Jigglypuff-VictoryUp-SSBB.gif Jigglypuff-VictoryLeft-SSBB.gif Jigglypuff-VictoryRight-SSBB.gif

In competitive play[edit]

Most historically significant players[edit]

See also: Category:Jigglypuff players (SSBB)
  • France C7A - The only solo Jigglypuff player to reach notable success with the character. Considered the best Jigglypuff player in Europe and was able to defeat high-level players there with the character.
  • USA Dapuffster - Was unanimously considered the best Jigglypuff player, and besides being one of the very few legitimate Jigglypuff mains, was the only one good enough to gain beyond regional recognition purely off his abilities. Living in the murderously strong NY/NJ area however, he was never a PR contender, and he would eventually drop Jigglypuff for Diddy Kong.
  • USA Hungrybox - While he never remotely approached his level of greatness in Melee, he was a respectable player in Brawl despite using the drastically nerfed Jigglypuff and not having much practice in the game, being good enough to once get ranked on the Florida Power Rankings using Jigglypuff alongside King Dedede. Even when accounting for multi-character usage, no other player ever got ranked on a high level Brawl PR using Jigglypuff.

Tier placement and history[edit]

Jigglypuff has always been seen as one of the worst characters in Brawl; right away players noticed its significant nerfs to key attributes, and its terrible transitioning into Brawl's physics and gameplay changes. Over the years, despite Jigglypuff's still strong aerial game, air camping abilities, and recovery, metagame developments for Jigglypuff were startlingly barren. Jigglypuff was also perhaps the most unpopular character in Brawl competitive play, lacking the dedicated playerbase other low tier characters had, having barely any notable players, and was a very rare sight at even low level local tournaments with casual players. Jigglypuff's abysmal matchup spread further compounds this, with nearly all top- and high-tiered characters having multiple options to combat its abysmal approaches and overwhelm it in return. As such, Jigglypuff has always been ranked among the four worst characters in the game in all iterations of the BBR's tier list. Some players even believed Jigglypuff, rather than Ganondorf, was the worst character in the game, since the latter at least possesses a fearsome punish game and Ganondorf players have achieved notably better results despite his perceived overall worse matchup spread. In fact, the Japanese playerbase ranked Jigglypuff as the worst character on their tier list, though the BBR did not follow suit in their final Brawl tier list, instead ranking Jigglypuff as the third worst character, above Ganondorf and Zelda.

Role in The Subspace Emissary[edit]

Jigglypuff in SSE.

Jigglypuff is an optional character in The Subspace Emissary, much like Toon Link and Wolf, who consequently does not have a role in the story.

To unlock it, first the player must complete The Subspace Emissary, whereupon an extra door in The Swamp can be found that links to Pokémon Stadium 2, where Jigglypuff is performing a song. Jigglypuff is then fought and, if defeated, is unlocked (if not already unlocked) and joins the player's party.

Exclusive stickers[edit]

These stickers can only be used by Jigglypuff or a select few including it.

  • Charizard: [Arm, Leg] attack +10
  • Deoxys: [Slash] attack +10
  • Entei: [Flame] attack +20
  • Goldeen: [Leg] attack +4
  • Groudon: [Flame] resistance +14
  • Gulpin: [Electric] attack +16
  • Jigglypuff: [Body, Spin] attack +31
  • Jirachi: [Arm, Leg] attack +7
  • Meowth: [Slash] attack +5
  • Metagross: Launch resistance +23
  • Mew: [Body, Spin] attack +4
  • Moltres: [Flame] attack +20
  • Pokémon Trainer: [Arm, Leg] attack +13
  • Staryu: [Specials: Direct] attack +3
  • Togepi: [Body, Spin] attack +11
  • Torchic: [Flame] attack +8
  • Weavile: [Slash] attack +5

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Jigglypuff can appear as an opponent or ally in Stage 3 if it has been unlocked along with Pikachu, Pokémon Trainer, and Lucario on Pokémon Stadium 2 or Spear Pillar (with the latter available if it has been unlocked). Jigglypuff can also appear as an opponent in Stage 11, but only if it hasn't appeared in Stage 3.

All-Star Mode[edit]

In All-Star Mode, Jigglypuff is fought in Stage 18 alongside Pikachu, Pokémon Trainer, and Lucario on Pokémon Stadium 2 or Spear Pillar (with the latter available if it has been unlocked).

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Ending Images[edit]

Trophies[edit]

Jigglypuff's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Jigglypuff.

Classic Mode trophy
Jigglypuff
A Balloon Pokémon. It invites opponents in close with its big, round eyes, then puts them to sleep with a calming song. The secret to the song's unfailing efficacy is Jigglypuff's ability to sing on the wavelength that will make its opponent the sleepiest. It also uses Attract to infatuate opponents who touch it. It uses a Moon Stone to evolve into Wigglytuff.
Game Boy: Pokémon Red/Blue
Nintendo DS: Pokémon Diamond/Pearl
Puff Up trophy
Puff Up
Jigglypuff's Final Smash. It wills its body to get bigger and bigger and bigger. It can't move, and it can't attack--all it can do is get bigger while everyone else looks on. However, it's invulnerable, and it overpowers all attacks to gradually push its opponents off the screen. It's a very simple technique, but how it's used determines its effectiveness.
Wii: Super Smash Bros. Brawl

Alternate costumes[edit]

Jigglypuff Palette (SSBB).png
JigglypuffHeadSSBB.png JigglypuffHeadRedSSBB.png JigglypuffHeadWhiteSSBB.png JigglypuffHeadBlueSSBB.png JigglypuffHeadGreenSSBB.png

Gallery[edit]

Trivia[edit]

  • Masahiro Sakurai stated that Jigglypuff, along with Toon Link and Wolf, were almost cut from Brawl due to time constraints and their late consideration for inclusion in the game, hence why they are excluded from and cannot be unlocked while playing through the main Subspace Emissary story.[1]
    • Jigglypuff is also the only veteran who does not have a Subspace Emissary role.
      • Likely because of its late inclusion, there is an oddity with the character selection screen in The Subspace Emissary. While all other characters are ordered by when they joined the Smash series, Jigglypuff is placed with the Brawl newcomers rather than with the Super Smash Bros. veterans.
  • In the American and PAL versions, Jigglypuff has only two KO screams — one for a Star KO and another for a normal KO. Jigglypuff is the only character in Brawl to have a single blast line KO clip.
  • Jigglypuff’s official artwork is nearly identical to its Melee Smabura-Ken artwork. The only difference is that its arms are pointed slightly inward rather than outward.
  • In the Japanese version of Brawl, Jigglypuff has some additional voice clips that don't have equivalents in the American/PAL versions:
    • Jigglypuff vocalizes when using its first jump.
    • Jigglypuff contains two soft-damage yells and two hard-damage yells, the latter being used in the next game.
    • Jigglypuff uses two different voice clips when getting KO'd past the blast lines.
  • Most of Jigglypuff's voice clips were simple imports from Melee. One voice clip, involving it screaming "Jiggly!", was imported and can be heard in the sound test, but is not used by Jigglypuff at all in the game.
  • Brawl is the only Super Smash Bros. game in which Jigglypuff does not have a bow as one of its costumes.
    • Brawl is also the only Super Smash Bros. game in which Jigglypuff uses its Shiny color for one of its costumes.
  • Jigglypuff and Mr. Game & Watch are the only veterans who can no longer become helpless via any of their special moves in their transitions from Melee to Brawl. Their helpless animations, which are carried over from Melee, can be seen briefly during their air dodge animations.
  • Jigglypuff and Luigi are the only characters that players are not forced to play as in single-player Event Matches.
  • Jigglypuff, along with Diddy Kong, Pokémon Trainer, and the Ice Climbers, are the only characters in Brawl that do not clap in the Results screen after losing or at the No Contest screen.
  • Jigglypuff is the only character to have a slightly different damage meter portrait than their official artwork. The official artwork has it standing upright while the damage meter portrait has it tilted.
  • Brawl is the first game in the Super Smash Bros. series in which Jigglypuff cannot be unlocked after completing Classic Mode (or its Smash 64 counterpart, 1P Game) with any character. This unlock criteria is instead given to Marth.
  • Jigglypuff's trophy description states that it uses Attract to infatuate opponents who touch it, which is incorrect. Attract is a status move that causes infatuation, while Cute Charm is an ability that causes infatuation on physical contact, and one which Jigglypuff can have.
  • A CPU Jigglypuff will repeatedly use Pound when it uses all it’s jumps but doesn’t get back to the stage.

External links[edit]

References[edit]

  1. ^ [1]