Jigglypuff
in Project M
Jigglypuff SSBB.jpg
PPlus Jigglypuff.png
Headband Jigglypuff PM.png

PokemonSymbol.svg
Universe Pokémon
Base game appearance Brawl
Moveset inspiration Jigglypuff (SSBM)
Alternate costume Fairy Costume Jigglypuff, Headband Jigglypuff (Project+)
JigglypuffHeadSSBB.png

Jigglypuff is a playable character in the Brawl mod Project M. It returns from Melee with a nearly identical moveset.

Jigglypuff is ranked 36th out of 41 on the official tier list, in the midst of the D tier. This is an improvement over its Brawl placement, where it was 36th out of 38, but still a very significant drop from its Melee placement of 3rd out of 26. However, it drops significantly in the official Project + tier list, ranking dead last at 42nd out of 42, landing at the bottom of D tier.

AttributesEdit

Seeing as how Jigglypuff was one of the worst characters in Brawl, it has been nearly fully returned to its Melee incarnation for its appearance in Project M. However, Jigglypuff's tournament success relative to the cast is still reminiscent of its significantly less viable Brawl appearance. Jigglypuff still boasts good matchups in theory against Melee's top tiers, such as Falco, Sheik, and Peach; however, the revamped Melee mid- and low-tiered characters and Brawl newcomers give it significant trouble. Many of them now have better disjoints, projectiles, and KO confirms, which makes it much harder and riskier for Jigglypuff to drift around opponents and intrude into their space as it could in Melee. Additionally, Project M's frame leniency for advanced techniques arguably benefits Jigglypuff the least out of all the returning Melee characters, as it was already not a technically demanding character. This drastically reduces Jigglypuff's consistency in tournament play, since more technically demanding characters such as Fox will now make fewer mistakes that it can capitalize off of.

Jigglypuff is also held back by the new stage list. Project M introduces small, cramped tournament legal stages such as the revamped Green Hill Zone and Wario Land, which are huge detriments to Jigglypuff's survivability. Jigglypuff also still has problems fighting on Final Destination, and the low ceiling on the now-starter Pokémon Stadium 2 can work against it as well. With the increased number of stages, tournaments often allow two bans even in best of 5 sets, which means that Jigglypuff's opponents can ban its best stage in Melee, Dream Land, while the Jigglypuff player cannot ban all of its bad stages at the same time.

Overall, while Jigglypuff can still be a capable character in Project M, it is often considered bottom tier by the competitive community due to its difficulty in adapting to the new characters and stages.

Changes from Melee to PMEdit

Jigglypuff has remained relatively unchanged from Melee to Project M, although the majority of its grounded moves have very slightly less range, and it has gained a few additional options from Brawl-based mechanics, such as DACUS. However, due to the changes and introduction of many characters, stages, and mechanics that relatively hinder its gameplan and meta, as well as other veterans from Melee receiving more substantial changes and improvements, Jigglypuff is considered to be much worse relative to the cast overall.

AtributesEdit

  •   Jigglypuff's jumps are slightly higher (1.05 (short hop)/1.6 (full hop)/1.8 (ledge jump) → 1.114/1.664/1.864).
  •   The changes to ledge grab invincibility being reduced to the first five regrabs arguably harms Jigglypuff more than any other character, due to it having been a major staple of its planking ability.
  •   The universal improvements to characters' recoveries relative to Melee hinders Jigglypuff, as it reduces its relative edgeguarding prowess, while also making its previously near-uncontested recovery worse relative to the cast, due it receiving no direct changes itself.
  •   The changes to ledge jumps now allowing characters to be actionable sooner arguably hinders Jigglypuff more than any other character, as characters now have an additional viable way to escape being ledgetrapped by it, due to it having one of the lowest jumps in the game being unable to reach certain characters with high ledge jumps, while Jigglypuff itself does not benefit much from the ability to do so either, due to it have the second lowest ledge jump in the game, just ahead of Ivysaur.
  •   Jigglypuff's rolls have less ending lag (FAF 34 (both) → 32).
  •   Jigglypuff's forward roll has a longer duration, matching its back roll (frames 2-18 → 2-19).
  •   Jigglypuff's spot dodge has a longer duration (frames 2-15 → 2-18).
  •   Jigglypuff's air dodge has one extra frame of animation (49 frames → 50), slightly increasing the amount of time it cannot grab the ledge after using it.
  •   Jigglypuff's soft landing is faster (4 frames → 3).
  •   Jigglypuff's star spit when Inhaled by Kirby or King Dedede retains its Brawl damage, dealing less than Melee as a result (10% → 9%), hindering its potential in Doubles.

Ground AttacksEdit

  • Neutral attack:
    •   The first hit of neutral attack has an altered angle (361° → 44°), making it connect better into the second hit.
    •   The second hit of neutral attack has less ending lag (FAF 17 → 16).
    •   Both hits of neutral attack now use the light fan hit sound effect.
  • Up tilt:
    •   Up tilt has more ending lag (FAF 23 → 24).
    •   Up tilt's hitboxes were moved slightly outward (x offset: 0u/2.7342u → 0.6/4.199983u (clean)/-0.5u/5.5u (late)), increasing its range.
  • Down tilt:
    •   Down tilt's foot hitboxes were moved inward (x offset: 1.56u/-0.195u → 1.47u/-0.18u), reducing its range.
  • Dash attack:
    •   Dash attack's hitbox is positioned slightly higher (y offset: 3.51u → 3.3u).
    •   Dash attack remains cancelable from Brawl, allowing Jigglypuff to DACUS, improving its ground mobility.
  • Forward smash:
    •   Forward smash's hitboxes were moved inward (x offset: -0.66u/1.953u → -0.62u/1.84u), reducing its range.
  • Up smash:
    •   Up smash's hitboxes were moved inward (x offset: 0u (sourspot)/-1.56u (sweetspot) → 0u/-1.47u, y offset: 4.69u (both) → 4.41u), reducing its range.
  • Down smash:
    •   Down smash has a shorter duration (frames 9-11 → 9-10).
    •   Down smash's outermost hitboxes were moved inward (x offset: 0.62u → 0.59u), reducing its range.

Aerial attacksEdit

  •   All aerials have one extra frame of animation (49 frames → 50 (neutral/down), 39 → 40 (forward/back/up)), slightly increasing the amount of time Jigglypuff cannot grab the ledge after using them, and slightly increasing down aerial's ending lag, due to its lack of IASA frames.
    •   In the case of neutral aerial which previously lacked interruptibility frames, it has been given one frame of interruptibility before its animation ends (FAF 50) leaving its ending lag unchanged.
  •   The ability to interrupt aerials with air dodging from Brawl notably benefits Jigglypuff, as it can now perfectly waveland out of its forward and back aerials when done out of a short hop, improving their spacing potential.
  • Neutral aerial:
    •   Neutral aerial's hitboxes were moved slightly downward (y offset: 1.953u/2.34u → 1.84u/2.2u).
  • Forward aerial:
    •   Forward aerial's outermost hitbox was moved outward (x offset: 0.3906u → 1.1u), increasing its range.
    •   Forward aerial's innermost hitbox was moved slightly downward (y/z offset: 1.953u → 1.84u).
  • Back aerial:
    •   The addition of reverse aerial rush allows Jigglypuff to more easily approach with back aerial.
    •   Back aerial's outermost hitbox was moved slightly inward (x offset: 1.953 → 1.84u), very slightly reducing its notoriously disjointed range, though it is still impressively disjointed.
    •   Back aerial's outermost hitbox was moved slightly upward (y offset: 0u → 0.7u).
  • Up aerial:
    •   Up aerial's hitbox was moved upward (x offset: 1.56u → 2.35u), increasing its range.
    •   Up aerial now uses the heavy fan hit sound effect.
  • Down aerial:
    •   Down aerial has less landing lag (30/15 frames → 28/14).
    •   Down aerial's hitboxes were repositioned slightly (y offset -2.34u (lowermost hitbox) → -2.2u, z offset: 3.32u (lowermost hitbox)/1.99u (uppermost hitbox) → 3.13u/1.88u), marginally reducing its range overall.
    •   The introduction of hitlag and SDI multipliers benefit down aerial, as it now has multipliers of x0.9 and x0.8 respectively, making it harder to escape from.
    •   Down aerial deals more total damage if all hits connect (14.74% → 16%) due to the changes to stale-move negation.

Throws and other attacksEdit

  • Grabs:
    •   Jigglypuff's standing grab has more ending lag (FAF 30 → 31).
    •   Jigglypuff's grabboxes for its standing and dash grabs have been moved slightly downward and inward (y offset: 5.07u (all) → 4.77u, z offset: 10.93u (outermost grabbox)/5.07u (standing innermost and dash middle and innermost grabboxes) → 10.28u/4.77u), reducing its horizontal range and its range against opponents above Jigglypuff.
      •   However, this improves their range inside of Jigglypuff.
    •   Compared to Brawl, Jigglypuff's pivot grabboxes have been moved slightly downward and inward (y offset: 5.07u (all) → 4.77u, z offset: -14u/-9u/-4u → -12.4u/-8u/-3.4u), reducing its horizontal range and its range against opponents above Jigglypuff.
  • Pummel:
    •   Pummel has less start-up lag (frame 11 → 10).
  • Forward throw:
    •   Jigglypuff throws the opponent sooner (frame 10 → 8).
      •   However, its animation length was unchanged, increasing its ending lag.
      •   To compensate and prevent forward Throw from becoming weaker by only hitting the throw portion akin to Brawl onwards, it has gained an additional smaller hitbox in front of Jigglypuff when its original hitbox is also active and having the same properties as it, making it no longer miss against certain characters and maintaining its power from Melee.
  • Down throw:
    •   Down throw deals more total damage (8.65% → 9%) due to the changes to stale-move negation.

Special MovesEdit

  • Rollout:
    •   Rollout can now grab ledges from behind.
    •   Jigglypuff does not vocalize during Rollout until it is fully charged like in Brawl.
  • Pound:
    •   Pound can now sweetspot the ledge when angled downward like in Brawl.
    •   Pound's outer hitbox is positioned closer to Jigglypuff (x offset: 1.95u → 1.84u), reducing its range.
    •   Pound's inner hitbox was repositioned closer to Jigglypuff's arm instead of its center (y offset: 5.08u → 4.77u, z offset: 3.91u → 3.67u).
  • Sing:
    •   The majority of Sing's properties from Brawl were retained:
      •   It has more start-up lag, with its first two waves having shorter durations (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134).
      •   It can now trigger counterattacks.
      •   It can no longer reset the sleep duration of an already asleep opponent, preventing it from being used to indefinitely stall them out.
      •   Its sleepbox retains its Melee size, being smaller than in Brawl (13u → 10.94u).
      •   Sing puts enemies to sleep for longer than in Brawl (0 (base)/4 (scaling) → 5/50).
    •   The changes to sleep mechanics where mashing causes characters to wake up earlier rather than having a set duration based on percent both help and hinder Sing, with the move being more effective against opponents with poor mashing and vice versa.
  • Rest:
    •   Rest has a slightly longer animation (249 frames → 250).
    •   The introduction of a hitlag multiplier hinders Rest, as it now has a hitlag multiplier of x1.5, making it easier to react to and DI.

RevisionsEdit

v2.5b

  •   Jigglypuff's Up Taunt now winks like in Melee. The eye that winks depends on the direction the user is facing.

v3.0

  •   Sing puts enemies to sleep for longer (0 (base)/4 (scaling) → 5/50).
  •   The changes to sleep mechanics where mashing causes characters to wake up earlier rather than having a set duration based on percent both help and hinder Sing, with the move being more effective against opponents with poor mashing and vice versa.

v3.5

    •   Forward throw has less start-up lag (frame 9 (throw)/11 (hitbox) → 8/10).
      •   However, its animation length was unchanged, increasing its ending lag.
      •   To compensate and prevent forward Throw from becoming weaker by only hitting the throw portion akin to Brawl onwards, it has gained an additional smaller hitbox in front of Jigglypuff when its original hitbox is also active and having the same properties as it, making it no longer miss against certain characters and restoring its power from Melee.
  •   Jigglypuff's forward roll has less start-up lag with a longer duration (frames 3-19 → 2-19).
  •   Down throw has been altered to more closely resemble Melee:
    •   It has less start-up lag with a longer duration (frames 16-61 → 10-62).
    •   The first four hits have set knockback (10 (base) → 25 (set)).
    •   The first four hits have a smaller hitbox (4.69u → 3.52u).
    •   The fifth hit is no longer functionally merged with the throw, with the damage being redistributed (4% → 3% (hit 5)/2% throw), with the throw potion's knockback scaling also compensated to match (32 → 45).
      •   As a result, the total throw deals more damage (8% → 9%).

v3.6

  •   Fixed a bug that prevented Jigglypuff from using Beam Swords correctly.

Changes from PM to P+Edit

As a result of its underperformance relative to Melee and the rest of the cast, Jigglypuff was slightly buffed in the transition from Project M to Project+, albeit not enough to substantially raise its tier standing, and it is still relatively poorly regarded in Project+ for the same reasons as before.

AstheticsEdit

  •   As with the rest of the cast, Jigglypuff has been given additional costumes, including its green headband costume from Melee.
  •   Eye animation adjustments were made on Rest.

AttributesEdit

  •   Jigglypuff is heavier (60 → 62).
  •   Fixed a bug where Jigglypuff's hurtbox did not properly update when entering crouch or landing, which previously resulted in it being hit in scenarios when it should not.
    •   This improves its crouch and landing animations' defensive potential.

Ground AttacksEdit

  • Neutral attack:
    •   The second hit of neutral attack deals more knockback (16 (base)/50 (scaling) → 30/90), making it safer on hit
    •   The second hit now uses the medium fan sound effect on hit, instead of the light fan sound effect to reflect the power change.
  • Forward tilt:
    •   Forward tilt has more base knockback (8 → 24), making it safer on hit.
    •   The far hitbox is positioned further from Jigglypuff (x offset: 0.73u → 1.73u), increasing its range
  • Down tilt:
    •   Down tilt has less start-up lag (frame 10 → 7) with its ending lag compensated (FAF 30 → 27).
  • Up smash:
    •   Up smash's damage has been normalized between both hitboxes (14% (sourspot)/15% (inaccessible sweetspot) → 15% (both), improving its KO potential.
      •   This oddly enough makes the outprioritized and inaccessible previous sweetspot even more redundant.

Throws and other attacksEdit

  • Forward throw:
    •   Forward throw has more start-up lag, however, the hitbox portion has less start-up lag with a longer duration (frame 8 (throw)/11 (hitbox) → 9/9-10). This makes it so that the throw and the hitbox hit on the same frame like in Melee, and guaranteed the stronger knockback from the .
      •   This also decreases its relative ending lag.
      •   The damage values on the throw and hitboxes have been swapped (5% (throw)/7%/7% (hitboxes) → 7%/5%/5%), with the throw portion's knockback altered and compensated to match, and the hitboxes dealing more knockback overall (throw: 100 (base)/30 (scaling) → 40/110, hitboxes: 40 (base/110 (scaling) → 36/140), improving its consistency and KO potential overall.
    •   The throw portion sends opponents at a lower angle (55° → 361°), improving its KO potential.
    •   Forward throw can no longer be SDI’d.
      •   Altogether, these changes make forward throw's a more consistent and potent KO move overall.
    •   Jigglypuff does not puff itself up as much during forward throw, reducing its hurtbox.

Special MovesEdit

  • Rollout:
    •   Rollout no longer causes helplessness, however, Jigglypuff will be left with only a single jump if the move was initiated in the air.
    •   Upon a successful strike, Jigglypuff will be able to act again after a short time.
  • Sing:
    •   Sing's singbox remains consistently active throughout its duration, rather than refreshing three times (frames 29-33, 73-77, 122-134 → 29-134), improving its coverage.

MovesetEdit

Up to date as of version 3.6.

Name Damage Description
Neutral attack 3% Jigglypuff performs two short-ranged jabs forward.
3%
Forward tilt 10% Jigglypuff does a horizontal spinning kick. Has relatively short range. This move can be angled up or down.
Up tilt 9% (clean), 8% (late) Jigglypuff leans forward and kicks up from behind with its right foot. Deals high knockback.
Down tilt 10% Jigglypuff crouches low and sticks one foot forward.
Dash attack 12% (clean) 8% (late) Jigglypuff dashes forward and headbutts the opponent. This move can be used for a DACUS.
Forward smash 17% (clean) 13% (late) Jigglypuff lunges forward and delivers a front kick. Has good range but significant ending lag.
Up smash 14% Jigglypuff headbutts the air, hitting opponent with great force. A smaller hitbox exists in Jigglypuff's head that deals 15% damage, but never actually connects due to being overlapped by the bigger hitbox.
Down smash 12% Jigglypuff spins around, then does a split kick, hitting on both sides simultaneously. Both feet launches opponents at a semi-spike trajectory, making it a useful edgeguarding move. Both of Jigglypuff's feet are intangible while the hitboxes are out.
Neutral aerial 12% (clean), 9% (late) Jigglypuff squishes itself and sticks one forward. A decent spacing move; has sex kick properties.
Forward aerial 10% (clean body), 12% (clean feet), 7% (late) Jigglypuff quickly extends both feet in front of itself. A useful move for edgeguarding and is the backbone of many of Jigglypuff's aerial combos.
Back aerial 12% Jigglypuff spins backward and kicks behind itself. This move can lead to a wall-of-pain.
Up aerial 12% Jigglypuff waves one arm overhead, launching opponents upwards. Quite useful as a juggling move when combined with Jigglypuff's multiple jumps.
Down aerial 2% (hits 1-8) Jigglypuff drills down at the opponent, hitting multiple times. This move can be led into ground moves, or into a combo finisher with Rest. Similar to Samus's up tilt, this attack can only meteor smash grounded opponents, making it an unconventional meteor smash.
Grab
Pummel 3% Slaps opponent with its tuft of hair. Fairly slow.
Forward throw 5% (hit 1), 7% (throw) Jigglypuff puffs itself up to push its opponent away. Deals surprisingly high knockback compared to most throws.
Back throw 10% Jigglypuff back suplexes the opponent.
Up throw 11% Jigglypuff spins once and tosses opponent upwards. The strongest out of all of Jigglypuff's throw. Leads to a Rest on fast-falling opponents, which is the first step for the space animal slayer combo.
Down throw 1% (hits 1-4), 3% (hit 5), 2% (throw) Jigglypuff grinds the opponent into the ground.
Floor attack (front) 8% (foot), 6% (body) Spins one leg around while getting up, kicking behind then in front of itself.
Floor attack (back) 8% (foot), 6% (body) Spins one leg around while getting up, kicking behind then in front of itself.
Floor attack (trip) 5% (hit 1), 3% (hit 2) Spins on its head and kicks around itself.
Edge attack (fast) 7% Jigglypuff flips up from the ledge with a kick.
Edge attack (slow) 8% Jigglypuff slowly gets up and spins its body in a similar fashion to its down smash.
Neutral special Rollout 10-18% Jigglypuff rolls forward to attack. The move's power, range, and speed can be increased by charging it. When it is fully charged, Jigglypuff will say "Jiggly!" and briefly flash. The direction of the move can be changed by pressing the opposite direction on the control stick and hitting an opponent will cause Jigglypuff to rebound. This move can help with horizontal recovery, but will put Jigglypuff into a helpless state whenever the move ends in the air.
Side special Pound 13% Jigglypuff punches forward, causing opponents to be launched upward. The move has short range but stay out for a long time, similar to a sex kick. The hitbox also deals strong shield damage. This move can be used to gain vertical and horizontal distance by tilting the control stick upward or downward respectively.
Up special Sing Jigglypuff plays its infamous song, causing any opponents nearby to fall asleep. The more damage the opponent has, the longer they stay asleep. The sing time can be cancelled if Jigglypuff grabs onto the ledge, with the opponent falling asleep (leaving them vulnerable), but that isn't effective due to the move's such low range.
Down special Rest 28% Jigglypuff's most devastating attack. Jigglypuff dozes off, gaining a few frames of invincibility, before completely falling asleep. During the invincibility frames, any opponent making direct contact with Jigglypuff will receive extremely high flame damage and huge knockback, making the ping sound effect. This move can OHKO lighter opponents or larger opponents at close edges.
Final Smash Puff Up 17% Jigglypuff rapidly swells up to a gargantuan size, barely being able to cover up all of Final Destination. During the inflation process, opponents are pushed off the stage. When Jigglypuff shouts "JIGGLY!!!", opponents are then completely pushed off the stage, sometimes leading to a OHKO. Touching Jigglypuff during deflation deals damage and high knockback.

In competitive playEdit

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Notable playersEdit

Alternate costumesEdit

Project MEdit

In versions after 3.0, Jigglypuff got back its yellow crown costume from Melee. It also received a new costume that gives it a more opaque color and fairy wings, which emit sparkles when moving in midair; this heavily references Jigglypuff's change to being a part Fairy type starting in Generation VI games.

PMDT had confirmed on their subreddit that Jigglypuff would have an additional alternate costume based off its headband costume in Melee in a future version of Project M. While it never made it into the mod officially, it was later released on the Brawl Vault.

 
Jigglypuff's alternate costumes in PM
             

Project+Edit

After it could not appear in Project M, Project+ brings new costumes for Jigglypuff, including the previously unused headband costume.

  • Headband: The headband for Jigglypuff's Green Team costume from Melee.
  • Bow: The bow for Jigglypuff's Red Team costume from the original Super Smash Bros.
  • Officer Jenny: Wears the cap worn by earlier designs of Officer Jenny.
  • Dawn: Wears the beanie worn by Dawn, the female protagonist of Pokémon Diamond and Pearl.
  • Beret: Wears a simple black beret.
  • Picnicker: Wears the cap worn by the Picnicker trainer class in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!
  • Youngster: Wears the cap worn by the Youngster trainer class, with its design taken from Generation IV.
  • Elaine: Wears the cap worn by Elaine, the female protagonist of Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!
 
Jigglypuff's alternate costumes in P+

Z-Secret Costume: Luchador Mask (El Globo)

R-Secret Costume: Giant Bell Jigglypuff from the Pokémon anime episode "The Ancient Puzzle of Pokémopolis"

External linksEdit