Jigglypuff (SSBU): Difference between revisions

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


As in ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', and ''[[Super Smash Bros. 4]]'', {{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was repurposed for the English version of ''Ultimate'', in place of {{s|wikipedia|Michele Knotz}}, who currently voices it in the ''Pokémon anime''. {{s|wikipedia|Mika Kanai}}, Jigglypuff's voice actress from all previous ''Smash'' games and the ''Pokémon'' anime, reprises his role in the Japanese version, with new voice clips. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from ''Brawl'' were repurposed for the French and German versions.
As in ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', and ''[[Super Smash Bros. 4]]'', {{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was repurposed for the English version of ''Ultimate'', in place of {{s|wikipedia|Michele Knotz}}, who currently voices it in the ''Pokémon anime''. {{s|wikipedia|Mika Kanai}}, Jigglypuff's voice actress from all previous ''Smash'' games and the ''Pokémon'' anime, reprises her role in the Japanese version, with new voice clips. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from ''Brawl'' were repurposed for the French and German versions.


Jigglypuff is ranked 59th out of 82 in the current ''Ultimate'' [[tier list]], putting it in C+ tier. This is a striking improvement from its placement in ''Smash 4'' where it was ranked as the absolute worst character in the game. Jigglypuff's strength lies in its superb aerial game, which is the result of long-lasting [[Aerial attack|aerials]] that, combined with its fast [[air speed]] and multiple [[jump]]s can be used to wall out its opponents offstage. Jigglypuff also has a much easier time killing due to its quicker KO options, new KO setups, and more reliable [[Rest]] combos. Rest itself has more knockback and less endlag if Jigglypuff lands it, allowing Jigglypuff to escape potential punishes. Finally, Jigglypuff's ground game has been improved: its [[jab]] can confirm into [[back aerial]] or [[dash attack]] at high percents, its [[up tilt]] can combo into its other aerials and even Rest in some scenarios, and its [[forward throw]] can send opponents at a low angle, making it easier for Jigglypuff to utilize its strong edgeguards.
Jigglypuff is ranked 59th out of 82 in the current ''Ultimate'' [[tier list]], putting it in C+ tier. This is a striking improvement from its placement in ''Smash 4'' where it was ranked as the absolute worst character in the game. Jigglypuff's strength lies in its superb aerial game, which is the result of long-lasting [[Aerial attack|aerials]] that, combined with its fast [[air speed]] and multiple [[jump]]s can be used to wall out its opponents offstage. Jigglypuff also has a much easier time killing due to its quicker KO options, new KO setups, and more reliable [[Rest]] combos. Rest itself has more knockback and less endlag if Jigglypuff lands it, allowing Jigglypuff to escape potential punishes. Finally, Jigglypuff's ground game has been improved: its [[jab]] can confirm into [[back aerial]] or [[dash attack]] at high percents, its [[up tilt]] can combo into its other aerials and even Rest in some scenarios, and its [[forward throw]] can send opponents at a low angle, making it easier for Jigglypuff to utilize its strong edgeguards.
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Jigglypuff is a character of extremes, as evident with its attributes: it has the 2nd fastest [[air speed]], the highest [[air acceleration]], the slowest [[falling speed]], and the lowest [[gravity]]. These attributes make Jigglypuff a very mobile character in the air. However, it also has the 3rd slowest [[walk]] and [[run speed]], the 6th slowest initial-dash, the 2nd lowest [[weight]] and [[jump]] force, and the 7th lowest [[traction]]. Collectively, these attributes render Jigglypuff unable to quickly traverse the stage on foot without relying on [[foxtrot]]ting, and susceptible to early KOs. To make up for its low jumping force, however, it has five [[midair jump]]s, which further enhance its aerial evasiveness. Its combination of light weight and floatiness results in Jigglypuff being fairly difficult to combo compared to most other characters as well, but conversely makes it fairly difficult for it to land.
Jigglypuff is a character of extremes, as evident with its attributes: it has the 2nd fastest [[air speed]], the highest [[air acceleration]], the slowest [[falling speed]], and the lowest [[gravity]]. These attributes make Jigglypuff a very mobile character in the air. However, it also has the 3rd slowest [[walk]] and [[run speed]], the 6th slowest initial-dash, the 2nd lowest [[weight]] and [[jump]] force, and the 7th lowest [[traction]]. Collectively, these attributes render Jigglypuff unable to quickly traverse the stage on foot without relying on [[foxtrot]]ting, and susceptible to early KOs. To make up for its low jumping force, however, it has five [[midair jump]]s, which further enhance its aerial evasiveness. Its combination of light weight and floatiness results in Jigglypuff being fairly difficult to combo compared to most other characters as well, but conversely makes it fairly difficult for it to land.


Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes and, in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide within an attack's final frames if they attempt to challenge his moves. All of its aerials, aside from up aerial, also have enough range to be [[spacing|spaced]] effectively thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and a fairly strong [[sex kick]], even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good [[out of shield]] or approach option, and its long duration allows it to break combos quite effectively. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can easily force opponents off-stage, and is the main component of the [[wall of pain]] technique: once an opponent is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size; similarly to {{SSBU|Marth}}, {{SSBU|Roy}}, {{SSBU|Lucina}}, and {{SSBU|Chrom}}, the move also has the interesting trait of completely turning Jigglypuff around after its use. It is also safe on shield due to its high damage output and above-average hitlag, though it is also Jigglypuff's slowest aerial, making it a bit predictable. Up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with [[juggling]], and it is also a situational finisher near the upper blast line that combos into most of his toolkit if used while landing. Lastly, down aerial can be used as a highly damaging out of shield option, a combo tool, and a  pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves. As well, landing with it can lead into various other moves, especially up tilt and [[Rest]], which allows Jigglypuff to take stocks incredibly early.
Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes and, in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide within an attack's final frames if they attempt to challenge its moves. All of its aerials, aside from up aerial, also have enough range to be [[spacing|spaced]] effectively thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and a fairly strong [[sex kick]], even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good [[out of shield]] or approach option, and its long duration allows it to break combos quite effectively. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can easily force opponents off-stage, and is the main component of the [[wall of pain]] technique: once an opponent is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size; similarly to {{SSBU|Marth}}, {{SSBU|Roy}}, {{SSBU|Lucina}}, and {{SSBU|Chrom}}, the move also has the interesting trait of completely turning Jigglypuff around after its use. It is also safe on shield due to its high damage output and above-average hitlag, though it is also Jigglypuff's slowest aerial, making it a bit predictable. Up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with [[juggling]], and it is also a situational finisher near the upper blast line that combos into most of its toolkit if used while landing. Lastly, down aerial can be used as a highly damaging out of shield option, a combo tool, and a  pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves. As well, landing with it can lead into various other moves, especially up tilt and [[Rest]], which allows Jigglypuff to take stocks incredibly early.


Jigglypuff's unmatched floatiness, exceptional air speed, multiple jumps, and strong air game give it a tremendous off-stage presence. Due to lacking a traditional [[recovery]] move, its recovery is fairly susceptible to gimping if he has used his jumps, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to disorient opponents that attempt to [[edgeguard]] it. With the aid of [[Pound]], it can also stall its recovery and protect its landing. Jigglypuff is infamously fearsome at edgeguarding: with proper spacing and good timing, it can gimp even the farthest distanced recoveries without being put at risk; {{SSBU|Cloud}}, Chrom, {{SSBU|Ganondorf}}, {{SSBU|Dr. Mario}}, {{SSBU|Little Mac}}, and {{SSBU|Min Min}} are perhaps the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience, while the latter four performances against Jigglypuff revolve around maintaining stage control most of the time.
Jigglypuff's unmatched floatiness, exceptional air speed, multiple jumps, and strong air game give it a tremendous off-stage presence. Due to lacking a traditional [[recovery]] move, its recovery is fairly susceptible to gimping if it has used its jumps, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to disorient opponents that attempt to [[edgeguard]] it. With the aid of [[Pound]], it can also stall its recovery and protect its landing. Jigglypuff is infamously fearsome at edgeguarding: with proper spacing and good timing, it can gimp even the farthest distanced recoveries without being put at risk; {{SSBU|Cloud}}, Chrom, {{SSBU|Ganondorf}}, {{SSBU|Dr. Mario}}, {{SSBU|Little Mac}}, and {{SSBU|Min Min}} are perhaps the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience, while the latter four performances against Jigglypuff revolve around maintaining stage control most of the time.


Finally, Jigglypuff has a trump card in Rest, its signature move; it has powerful vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters at as early as 50%. It hits on frame 2 with a [[flower]] effect and has full [[intangibility]] until Jigglypuff closes its eyes. In addition to being an incredible [[punishment]] option, the threat of Rest forces opponents to be very careful when using laggy moves, especially due to Jigglypuff's ability to perform an occasionally situational true combo into it. One of the best ways to confirm a Rest is with forward aerial: hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high [[rage]]. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with up aerial: should Jigglypuff land immediately after hitting the opponent, Rest can be landed without fail. This combo works optimally on platforms due to its limited percentage range and its ability to KO as early as 30%.
Finally, Jigglypuff has a trump card in Rest, its signature move; it has powerful vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters at as early as 50%. It hits on frame 2 with a [[flower]] effect and has full [[intangibility]] until Jigglypuff closes its eyes. In addition to being an incredible [[punishment]] option, the threat of Rest forces opponents to be very careful when using laggy moves, especially due to Jigglypuff's ability to perform an occasionally situational true combo into it. One of the best ways to confirm a Rest is with forward aerial: hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high [[rage]]. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with up aerial: should Jigglypuff land immediately after hitting the opponent, Rest can be landed without fail. This combo works optimally on platforms due to its limited percentage range and its ability to KO as early as 30%.