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'''Jigglypuff''' ({{Ja|プリン}}, ''Purin'') is a playable character in ''[[Super Smash Bros. 4]]''. It was formally added to the official website on November 5th, 2014, though the launch of {{for3ds}} in Japan two months prior meant that its return to the series was already known. It was also seen several times during the [[Super Smash Bros. for Wii U: 50-Fact Extravaganza]]. Jigglypuff is once again voiced by Rachael Lillis in English and Mika Kanai in Japanese, albeit with the same voice clips from earlier installments. As in previous games, it also has different voice actresses in French and German due to name changes.
'''Jigglypuff''' ({{Ja|プリン}}, ''Purin'') is a playable character in ''[[Super Smash Bros. 4]]''. It was formally added to the official website on November 5th, 2014, though the launch of {{for3ds}} in Japan two months prior meant that its return to the series was already known. It was also seen several times during the [[Super Smash Bros. for Wii U: 50-Fact Extravaganza]]. Jigglypuff is once again voiced by Rachael Lillis in English and Mika Kanai in Japanese, albeit with the same voice clips from earlier installments. As in previous games, it also has different voice actresses in French and German due to name changes.


Jigglypuff is ranked 58th out of 58 on the [[tier list]], placing it in the H tier at the very bottom of the list. This is a very slight drop from its already abysmal ranking of 36th out of 38 in ''Brawl''. Jigglypuff retains its strong air game; it has nearly unrivaled aerial mobility thanks to its multiple [[midair jump]]s and good [[juggling]] ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate a strong [[edgeguarding]] ability, for it can perform its signature [[Wall of Pain]] technique, and it has a potent finisher in its back aerial. Additionally, [[Rest]] has regained most of its KO power that was lost in ''Brawl''. However, Jigglypuff also retains its glaring weaknesses, as it still suffers from a terrible ground game due to its slow mobility, short [[reach]], and lackluster [[grab]] game with no grab combos to speak of. Jigglypuff also has severe issues KOing, with laggy finishers and Rest being very difficult to land without a hard [[read]]. Its endurance is unarguably the worst, as it is extremely floaty and is the [[weight|lightest]] character in the game. This is exacerbated by the new [[rage]] mechanic and weaker [[shield]]s, the latter of which exploits its deadly [[shield jump]].
Jigglypuff is ranked 58th out of 58 on the [[tier list]], placing it at both the bottom of both the H tier and the overall tier list. This is a very slight drop from its bottom-tier placement in ''Brawl'', where it ranked of 36th out of 38 in ''Brawl''. Jigglypuff retains its strong air game; it has nearly unrivaled aerial mobility thanks to its multiple [[midair jump]]s and good [[juggling]] ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate a strong [[edgeguarding]] ability, for it can perform its signature [[Wall of Pain]] technique, and it has a potent finisher in its back aerial. Additionally, [[Rest]] has regained most of its power that was lost in ''Brawl''.


Overall, Jigglypuff's weaknesses completely nullify its strengths, and as a result, it remains a bottom tier character, but with Ganondorf now rising past Jigglypuff, it has dropped from third lowest to absolute worst. Jigglypuff has not received any buffs over game updates as of [[1.1.6]] resulting in its placement, even though several other bottom-tier characters have been buffed in past updates. Due to these facts, Jigglypuff has received virtually no tournament representation or results at high levels of play, having only seen some success thanks to {{Sm|Hungrybox}}, {{Sm|Serynder}}, and {{Sm|CrazieCuban}} performing decently with it in regional tournaments.
However, Jigglypuff also retains its glaring weaknesses, as it still suffers from a terrible ground game due to its slow mobility, short [[reach]], and lackluster [[grab]] game with no grab combos to speak of. Jigglypuff also has severe issues KOing, with laggy finishers and Rest being very difficult to land without a hard [[read]]. Its endurance is unarguably the worst, as it is extremely floaty and is the [[weight|lightest]] character in the game. This is exacerbated by the new [[rage]] mechanic and weaker [[shield]]s, the latter of which exploits its deadly [[shield jump]].
 
Overall, Jigglypuff's weaknesses almost completely nullify its strengths, which has resulted in it remaining a bottom-tier character. When coupled with its lack of any remotely worthwhile buffs, Jigglypuff has received virtually no tournament representation or results at high levels of play, with its only instances of success being thanks to {{Sm|Hungrybox}}, {{Sm|Serynder}}, and {{Sm|CrazieCuban}} performing decently with it in regional tournaments.


==How to unlock==
==How to unlock==
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Jigglypuff is a character of the extremes: it has the second highest [[traction]], the second fastest [[air speed]], its [[air acceleration]] is one of the fastest, the slowest [[falling speed]] and the lowest [[gravity]]. These stats make Jigglypuff a very mobile character in the air and give it easily controllable ground movement. However, it has the slowest [[walking]] speed and the second slowest [[dash]]ing speed, as well as the lowest [[weight]] and the weakest [[jump]]s. These make it unable to quickly traverse the stage on foot and susceptible to early KOs. To make up for its low jumping force, however, it has six [[midair jump]]s, which further enhance its aerial evasiveness.
Jigglypuff is a character of the extremes: it has the second highest [[traction]], the second fastest [[air speed]], its [[air acceleration]] is one of the fastest, the slowest [[falling speed]] and the lowest [[gravity]]. These stats make Jigglypuff a very mobile character in the air and give it easily controllable ground movement. However, it has the slowest [[walking]] speed and the second slowest [[dash]]ing speed, as well as the lowest [[weight]] and the weakest [[jump]]s. These make it unable to quickly traverse the stage on foot and susceptible to early KOs. To make up for its low jumping force, however, it has six [[midair jump]]s, which further enhance its aerial evasiveness.


Unsurprisingly, Jigglypuff's main strength is, as in many other titles, 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 with an attack's final frames. Additionally, and with the exception of up aerial, all of its aerials have enough range to be [[spacing|spaced]] correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air. Finally, all of them have at least one area they excel in. Neutral aerial is Jigglypuff's fastest aerial and one of the strongest [[sex kick]]s in the game, even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being just strong enough. Due to its speed and power, it also works as a good [[out of shield]] or approach option. Forward aerial has the second weakest knockback of Jigglypuff's aerials, but due to this, it has good combo game, allows it to easily put opponents offstage, and is the main component of the very well known [[wall of pain]]: once an opponent with a poor recovery is sent off-stage, Jigglypuff can followup with several other forward aerials until they reach the blast zone, from where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, KOing reliably at 135%. It is also safe on shield due to its high damage output and above average hitlag, though it is also its slowest aerial, making it a bit predictable. Up aerial has an immensely long-lasting hitbox, which can spell trouble for any opponent that has issues dealing with [[juggling]]. Lastly, down aerial can be used as a highly damaging out of shield or 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.
Unsurprisingly, 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 with an attack's final frames. All of its aerials, aside from its up aerial, also have enough range to be [[spacing|spaced]] correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air.
 
Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and one of the strongest [[sex kick]]s in the game, even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being just strong enough. Due to its speed and power, it also works as a good [[out of shield]] or approach option. Forward aerial has the second weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can also easily put opponents off-stage, and is the main component of the very well-known [[wall of pain]]: once an opponent with a poor recovery is sent off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, from where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, KOing reliably at 135%. It is also safe on shield due to its high damage output and above average hitlag, though it is also its slowest aerial, making it a bit predictable. Up aerial has a very long-lasting hitbox, which can be problematic for any opponent that has issues dealing with [[juggling]]. Lastly, down aerial can be used as a highly damaging out of shield or 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.


Jigglypuff's unmatched floatiness, fast air speed, multiple jumps and strong aerial game also give it a tremendous off-stage presence. Despite lacking a traditional [[recovery]] move, its recovery is very solid regardless thanks to its attributes allowing it to recover from practically anywhere. 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 also fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest reaching of recoveries without being put at risk; {{SSB4|Cloud}}, {{SSB4|Ness}}, {{SSB4|Ganondorf}}, {{SSB4|Dr. Mario}} and especially {{SSB4|Little Mac}} 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, fast air speed, multiple jumps and strong aerial game also give it a tremendous off-stage presence. Despite lacking a traditional [[recovery]] move, its recovery is very solid regardless thanks to its attributes allowing it to recover from practically anywhere. 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 also fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest reaching of recoveries without being put at risk; {{SSB4|Cloud}}, {{SSB4|Ness}}, {{SSB4|Ganondorf}}, {{SSB4|Dr. Mario}} and especially {{SSB4|Little Mac}} 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 very high knockback at all percentages, to the point where it can reliably KO any character at 70%. It hits on frame 2 with a [[flower]] effect and has full [[invincibility]] until Jigglypuff closes its eyes. In addition to being an incredible [[punish]], Rest is made even scarier by Jigglypuff's ability to true combo into the move, though this is sometimes situational. The easiest way to confirm one is with forward aerial: hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high [[rage]]. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with up aerial: should Jigglypuff land immediately after hitting the opponent, Rest can be landed without fail. This combo works optimally on platforms due to its limited percentage range and its ability to KO as low as 35%. Up tilt can also lead into Rest, which can be used to rack up at least 30%, but opponents get sent too far away after low percentages. Finally, retreating with down aerial can also work, but aside from being the hardest to perform, it is also the least likely to succeed. Other methods of safely using Rest involve [[crouching]], [[buffering]], a [[footstool jump]] or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. For all its potential, however, Rest has the slowest [[interruptibility]] in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, and thus being a gamble to attempt in almost any circumstance.
Finally, Jigglypuff has a trump card in [[Rest]], its signature move: it has very high knockback at all percentages, to the point where it can reliably KO any character at 70%. It hits on frame 2 with a [[flower]] effect and has full [[invincibility]] until Jigglypuff closes its eyes. In addition to being an incredible [[punish]], Rest is made even scarier by Jigglypuff's ability to true combo into the move, though this is sometimes situational. The easiest way to confirm one is with forward aerial: hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high [[rage]]. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with up aerial: should Jigglypuff land immediately after hitting the opponent, Rest can be landed without fail. This combo works optimally on platforms due to its limited percentage range and its ability to KO as low as 35%.
 
Up tilt can also lead into Rest, which can be used to rack up at least 30%, but opponents get sent too far away after low percentages. Finally, retreating with down aerial can also work, but aside from being the hardest to perform, it is also the least likely to succeed. Other methods of safely using Rest involve [[crouching]], [[buffering]], a [[footstool jump]] or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. For all its potential, however, Rest has the slowest [[interruptibility]] in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, and thus being a gamble to attempt in almost any circumstance.


Jigglypuff is also held back by six serious weaknesses, which also create other kinds of noticeable flaws. The most detrimental is its survivability: Jigglypuff's stats result in it having the shortest endurance in the game. As a result, it can be knocked out at 40% with a sufficiently strong attack. Unlike in ''[[Melee]]'', Jigglypuff is unable to use its floatiness defensively outside of [[SDI]]. The introduction of rage is an additional burden, since opponents can send it flying even earlier. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff's [[shield jump]] has enough force to KO it even from the very bottom of [[Palutena's Temple]]. This makes shielding very risky at low percentages, as the possibly survivable punishes normally received after a shield break are replaced by a guaranteed KO that can only be stopped by a ceiling.
Jigglypuff is also held back by six serious weaknesses, which also create other kinds of noticeable flaws. The most detrimental is its survivability: Jigglypuff's stats result in it having the shortest endurance in the game. As a result, it can be knocked out at 40% with a sufficiently strong attack. Unlike in ''[[Melee]]'', Jigglypuff is unable to use its floatiness defensively outside of [[SDI]]. The introduction of rage is an additional burden, since opponents can send it flying even earlier. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff's [[shield jump]] has enough force to KO it even from the very bottom of [[Palutena's Temple]]. This makes shielding very risky at low percentages, as the possibly survivable punishes normally received after a shield break are replaced by a guaranteed KO that can only be stopped by a ceiling.


Furthermore, Jigglypuff has a very problematic ground game. While most of its ground moves are fast in proportion to their power, its crippling lack of range and slow ground approach prevent it from racking up large amounts of damage with only a few moves. This is further worsened when considering the utility of its grounded attacks: neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a [[semi-spike]] with high base knockback. As for its smash attacks, forward smash has incredibly high knockback scaling, while down smash has intangibility and the lowest launch angle of any other conventional semi-spike. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game and the second most damaging set of throws (tied with {{SSB4|Ganondorf}} and being surpassed only by {{SSB4|Bowser}}), the former have very short range and the latter lack any follow-up or KO potentials. This also results in Jigglypuff being easily kept at bay by shields without usage of Pound's high [[shield damage]].
Furthermore, Jigglypuff has a very problematic ground game. While most of its ground moves are fast in proportion to their power, its crippling lack of range and slow ground approach prevent it from racking up large amounts of damage with only a few moves. This is further worsened when considering the utility of its grounded attacks: neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a [[semi-spike]] with high base knockback. As for its smash attacks, forward smash has incredibly high knockback scaling, while down smash has intangibility and the lowest launch angle of any other conventional semi-spike. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game and the second most damaging set of throws (tied with Ganondorf and being surpassed only by {{SSB4|Bowser}}), the former have very short range and the latter lack any follow-up or KO potentials. This also results in Jigglypuff being easily kept at bay by shields without usage of Pound's high [[shield damage]].


Jigglypuff's approach, despite being good in the air, is overall predictable and flawed. Most of the time, Jigglypuff might have to be close to the opponent, read its reaction in order to approach, or bait it in order to make its move. Its aerial moves aren't good for approaching from a long distance as they're unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration and despite its low cooldown. Coupled with the overall short range on its attacks, it is at a big disadvantage against characters with big disjoints like {{SSB4|Marth}}, {{SSB4|Shulk}} and Cloud. Half of Jigglypuff's special moveset is largely useless. [[Rollout]] is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and immobilizes Jigglypuff even after a successful hit. [[Sing]] has awkward timing, little range and does not work on aerial opponents. Its [[sleep]] effect can also be shortened with [[button mashing]], reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable recovery move, instead relying on its remaining jumps and Pound to recover, making it easy to gimp in spite of its usual off-stage comfort. Sometimes, a footstool jump might be all what it takes to gimp Jigglypuff to its doom.
Jigglypuff's approach, despite being good in the air, is overall predictable and flawed. Most of the time, Jigglypuff might have to be close to the opponent, read its reaction in order to approach, or bait it in order to make its move. Its aerial moves are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration and despite its low cooldown. Coupled with the overall short range on its attacks, it is at a big disadvantage against characters with large disjoints like {{SSB4|Marth}}, {{SSB4|Shulk}} and Cloud. Half of Jigglypuff's special moveset is largely useless. [[Rollout]] is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and immobilizes Jigglypuff even after a successful hit. [[Sing]] has awkward timing, little range and does not work on aerial opponents. Its [[sleep]] effect can also be shortened with [[button mashing]], reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable recovery move, instead relying on its remaining jumps and Pound to recover, making it easy to gimp despite its usual off-stage comfort.


Lastly, Jigglypuff has among the least effective custom moves, like {{SSB4|Zero Suit Samus}}, {{SSB4|Zelda}} and {{SSB4|King Dedede}}, with only three having utility that overall surpass the default versions. Relentless Rollout has much less power, but is much faster, hits multiple times and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Hyper Voice is better for protecting Jigglypuff, since it deals realistic knockback and works in the air. These benefits are marginal, however, and its other custom moves are disregarded in favor of the default versions, due to their infamously low utility, most notably, Spinphony is most of the time considered the worst custom move, as it has very high startup, a very long interval between its active hitboxes, and very long ending lag, which are flaws that more than make up for the moves' utility at reversing opponents out.
Lastly, Jigglypuff has among the least effective [[Character customization|custom moves]] in the game, with only three having utility that overall surpass the default versions. Relentless Rollout has much less power, but is much faster, hits multiple times and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Hyper Voice is better for protecting Jigglypuff, since it deals reasonable knockback and works in the air. These benefits are marginal, however, and its other custom moves are disregarded in favor of the default versions due to their infamously low utility. Spinphony is its most notably inferior custom move, as it has very high start-up, a very long interval between its active hitboxes, and very long ending lag, which are flaws that more than make up for the moves' utility at reversing opponents out.


Overall, Jigglypuff can rack up damage and KO opponents faster, but can be KO'd just as quickly. As a result of its very risky playstyle, it has notoriously low tournament representation and almost no tournament results in singles play. Despite this, it should be noted that Jigglypuff fares much better in [[doubles]], as its combination of evasiveness and strength are well-suited to this environment courtesy of a teammate's attacks giving Jigglypuff many new options.
Overall, Jigglypuff can rack up damage and KO opponents faster, but can be KO'd just as quickly. As a result of its very risky playstyle, it has notoriously low tournament representation and almost no tournament results in singles play. Despite this, it should be noted that Jigglypuff fares much better in [[doubles]], as its combination of evasiveness and strength are well-suited to this environment courtesy of a teammate's attacks giving Jigglypuff many new options.
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However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been largely restored since ''Brawl'', which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, at the cost of back aerial's noticeable speed loss due to it being repurposed as a kill move. Also, its dash attack is now able to block weak attacks, giving it both a new approach tactic and a way to deal with projectiles.
However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been largely restored since ''Brawl'', which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, at the cost of back aerial's noticeable speed loss due to it being repurposed as a kill move. Also, its dash attack is now able to block weak attacks, giving it both a new approach tactic and a way to deal with projectiles.


On one hand, Jigglypuff has already received better representation and results than in Brawl, as it has more dedicated players, such as {{Sm|Serynder}} and {{Sm|RDR7}}, who have performed decently at their local regionals while solo maining the character. It has also benefited from a slightly more favorable matchup spread, as certain dominant characters from Brawl, such as {{SSBB|Meta Knight}}, have been nerfed. On the other hand, however, Jigglypuff's popularity among competitive players still remains quite poor due to its extremely risky character design, and the buffs it received do not compensate well enough for its nerfs. As a result, it is one of the few characters to have been nerfed in its transition from that game, alongside {{SSB4|Meta Knight}}, {{SSB4|Marth}}, {{SSB4|Falco}}, {{SSB4|Olimar}} and {{SSB4|King Dedede}}. However, it is important to note several points: the former three characters (as well as several bottom tiered characters like {{SSB4|Charizard}}, {{SSB4|Ganondorf}} and {{SSB4|Zelda}}) have received buffs over game updates while Jigglypuff has not. Despite the latter two characters not receiving noticeable buffs on game updates, their nerfs in the transition are not significant enough to worsen their respective standings among the ''SSB4'' cast when compared to Jigglypuff's more critical flaws. And finally, the majority of the ''Brawl'' cast has also been buffed to varying degrees, most notably its fellow low tiered companions, with two prominent examples being {{SSB4|Mario}} and {{SSB4|Captain Falcon}}. Due to this, Jigglypuff's standing among the rest of the cast is worse than in ''Brawl'', which is reflected in its tier position, and is once again seen as non-viable in competitive play.
On one hand, Jigglypuff has already received better representation and results than in ''Brawl'', as it has more dedicated players, such as {{Sm|Serynder}} and {{Sm|RDR7}}, who have performed decently at their local regionals while having Jigglypuff as their lone main. It has also benefited from a slightly more favorable matchup spread, as certain dominant characters from ''Brawl'', such as {{SSBB|Meta Knight}}, have been nerfed. On the other hand, Jigglypuff's popularity among competitive players still remains quite poor due to its extremely risky mechanics and the buffs that it received not properly compensating for its nerfs. As a result, it is one of the few characters to have been clearly nerfed in its transition from that game, alongside {{SSB4|Meta Knight}}, {{SSB4|Marth}}, {{SSB4|Falco}}, {{SSB4|Olimar}} and {{SSB4|King Dedede}}. However, it is important to note several points: the former three characters (as well as several bottom-tier characters like {{SSB4|Charizard}}, {{SSB4|Ganondorf}} and {{SSB4|Zelda}}) have received buffs over game updates, whereas Jigglypuff has not. Despite the latter two characters not receiving noticeable buffs on game updates, their nerfs in the transition are not significant enough to worsen their respective standings among the ''SSB4'' cast when compared to Jigglypuff's more critical flaws.
 
Lastly, the majority of the ''Brawl'' cast has also been buffed to varying degrees, most notably its fellow bottom-tier characters, such as {{SSB4|Mario}} and {{SSB4|Captain Falcon}}. As such, Jigglypuff's standing among the rest of the cast is worse than in ''Brawl'', which is reflected in its tier position and it once again lacking viability in competitive play.


===Aesthetics===
===Aesthetics===
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*{{nerf|The 19% damage increase to shields and the significant increase to [[shieldstun]] both significantly hinder Jigglypuff's survivability, due to its [[shield jump]] instantly ceiling KOing it.}}
*{{nerf|The 19% damage increase to shields and the significant increase to [[shieldstun]] both significantly hinder Jigglypuff's survivability, due to its [[shield jump]] instantly ceiling KOing it.}}
*{{nerf|The removal of [[Edge-hogging|edge hogging]] and the introduction of edge trumping both hinder Jigglypuff's edgeguarding game.}}
*{{nerf|The removal of [[Edge-hogging|edge hogging]] and the introduction of edge trumping both hinder Jigglypuff's edgeguarding game.}}
*{{buff|Jigglypuff [[dash]]es faster (1.1 → 1.155) now being the second slowest.}}
*{{buff|Jigglypuff [[dash]]es faster (1.1 → 1.155).}}
*{{nerf|[[Short hop]] is lower, which prevents Jigglypuff from performing two aerials from a short hop.}}
*{{nerf|[[Short hop]] is lower, which prevents Jigglypuff from performing two aerials from a short hop.}}


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==Update history==
==Update history==
Jigglypuff is notorious for not receiving any direct changes despite being universally considered a bottom-tier character. However, the changes to shield mechanics in updates [[1.1.0]] and [[1.1.1]] indirectly nerfed Jigglypuff, as the increased [[shieldstun]] makes its susceptibility to being instantly KO'd by having its shield broken more of a liability. Conversely, these changes also make Jigglypuff's attacks slightly safer on shield (most notably its back aerial) and benefits Pound's high shield damage output, slightly improving its limited approach. It also benefits from the nerfs given to some of its hardest match-ups in recent game updates, such as {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, though not by much. Overall, Jigglypuff fares worse relative to the cast than it did during the initial release, due to not receiving any truly significant changes from game updates.
Jigglypuff is notorious for not receiving any direct changes despite being universally considered a bottom-tier character. However, the changes to shield mechanics in updates [[1.1.0]] and [[1.1.1]] indirectly nerfed Jigglypuff, as the increased [[shieldstun]] makes its susceptibility to being instantly KO'd by having its shield broken more of a liability. Conversely, these changes also make Jigglypuff's attacks slightly safer on shield (most notably its back aerial) and benefits Pound's high shield damage output, slightly improving its limited approach.
 
It also benefits from the nerfs given to some of its hardest matchups in recent game updates, such as {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}, though not by much. Overall, Jigglypuff fares worse relative to the cast than it did during the initial release, due to not receiving any truly significant changes from game updates.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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|grabdesc=Reaches out. Jigglypuff's grab range is second shortest in the game, surpassed only by {{SSB4|R.O.B.}}'s. However, it has low ending lag.
|grabdesc=Reaches out. Jigglypuff's grab range is second shortest in the game, surpassed only by {{SSB4|R.O.B.}}'s. However, it has low ending lag.
|pummelname= 
|pummelname= 
|pummeldmg=3%
|pummeldmg=3.1%
|pummeldesc=A slap. Its damage output and decent speed make it the second best pummel in the game behind {{SSB4|Kirby}}'s and max [[aura]] {{SSB4|Lucario}}'s.
|pummeldesc=A slap. Its damage output and decent speed make it the second best pummel in the game behind {{SSB4|Kirby}}'s and max [[aura]] {{SSB4|Lucario}}'s.
|fthrowname= 
|fthrowname= 
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===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Emerges from a [[Poké Ball]].
|desc=Emerges from a [[Poké Ball]] and spins while floating before landing.
|char=Jigglypuff
|char=Jigglypuff
|game=SSB4}}
|game=SSB4}}
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===Tier placement and history===
===Tier placement and history===
In the early metagame, it was widely believed by most players that Jigglypuff's buffs from ''Brawl'' would allow it to perform better in ''SSB4''. However, its results and representation outside of [[Doubles]] play were never as high as other characters that would rank above it in the future, and it would soon become clear that Jigglypuff had ironically lost much more than it gained in the transition. Despite the improved balancing of other characters, it infamously remained stagnant in game updates. It would at first rank 55th out of 56 characters in the first [[tier list]], one place near the bottom of the J tier. Jigglypuff continues to languish in the bottom tier, and due to still being unchanged by recent game updates while other bottom-tier characters like {{SSB4|Zelda}} and {{SSB4|Ganondorf}} have received numerous buffs, it is currently ranked as the worst character on the second tier list, placing 58th out of 58 characters at the very bottom of the H tier.
In the early metagame, it was widely believed by most players that Jigglypuff's buffs from ''Brawl'' would allow it to perform better in ''SSB4''. However, its results and representation outside of [[doubles]] play were never as high as other characters that would rank above it in the future, and it would soon become clear that Jigglypuff had ironically lost much more than it gained in the transition. Despite the improved balancing of other characters, it infamously remained stagnant in game updates. It would at first rank 55th out of 56 in the first [[tier list]], one place near the bottom of the J tier. Jigglypuff continues to languish in the bottom-tier, and due to still being unchanged by recent game updates while other bottom-tier characters like {{SSB4|Zelda}} and {{SSB4|Ganondorf}} have received numerous buffs, it is currently ranked as the worst character on the second tier list, placing 58th out of 58 at the very bottom of the H tier.


==Trophies==
==Trophies==