Jigglypuff (SSB4): Difference between revisions

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|availability = [[Unlockable character|Unlockable]] (3DS)<br />[[Starter character|Starter]] (Wii U)
|availability = [[Unlockable character|Unlockable]] (3DS)<br />[[Starter character|Starter]] (Wii U)
|tier = G
|tier = G
|ranking = 55
|ranking = 54
}}
}}
'''Jigglypuff''' ({{Ja|プリン|Purin}}, ''Purin'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being seen several times during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23rd, 2014,<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> it was formally added to the official website on November 5th, 2014.


Jigglypuff is once again voiced by Rachael Lillis in English and Mika Kanai in Japanese, albeit via recycled voice clips from ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''. As in previous games, it also has different voice actresses in French and German.
'''Jigglypuff''' ({{Ja|プリン|Purin}}, ''Purin'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being seen several times during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23, 2014,<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> it was formally added to the official website on November 5, 2014.


Jigglypuff is ranked 55th out of 55 on the [[tier list]], placing it at the very bottom of the entire list, in the G tier. This is a slight drop from its already very low ranking in ''Brawl'' at 36th out of 38th, and its worst placement in the series. Jigglypuff retains its strong air game due to its high aerial mobility thanks to its very fast [[air speed]] and multiple [[midair jump]]s, as well as good [[juggling]] ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate strong [[edgeguarding]] potential, and allows it to solidly perform its signature [[Wall of Pain]] technique, while it retains potent KO options between its newly buffed neutral aerial, back aerial, and [[Rest]].
Jigglypuff's Japanese voice clips are the ones last used in ''Brawl'', and were originally by Mika Kanai. Its English voice clips are from ''Smash 64'', and were originally by {{s|wikipedia|Rachael Lillis}}. Its French and German voice clips are the same ones that debuted in ''Brawl''.


However, Jigglypuff is strongly held back by its poor ground game, due to its poor mobility on the ground and short [[range]] on most of its attacks, including its grab. Furthermore, Jigglypuff has significant difficulty in KOing opponents, as it has few reliable KO moves, and a majority of them feature considerable amounts of lag that cause them to be unsafe in most scenarios. In addition, Jigglypuff is prone to air release combos from several characters within 10 frames that can either combo or KO. Its endurance is unarguably the worst in the game, as it is extremely floaty and possesses the lowest [[weight]] in the game, further exacerbated by the new [[rage]] mechanic and weaker [[shield]]s, which is further amplified by Jigglypuff immediately getting KOed if its shield is broken.
Jigglypuff is ranked 54th out of 54 on the [[tier list]], placing it at the very bottom of the entire list, in the G tier. Jigglypuff retains its strong air game due to its high aerial mobility thanks to its very fast [[air speed]] and multiple [[midair jump]]s, as well as good [[juggling]] ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate strong [[edgeguarding]] potential, and allows it to solidly perform its signature [[wall of pain]] technique, while it retains potent KO options between its newly buffed neutral aerial, back aerial, and [[Rest]].


Jigglypuff is considered non-viable for tournament play, though a number of players have made some impacts at tournaments, with players such as {{Sm|LeeT}} and {{Sm|MASTER PUFFY}} performing decently in nationals, and {{Sm|Captain L}} ranking with it as a co-main on the [[Panda Global Rankings|Panda Global Rankings v5]]. Despite this, Jigglypuff continues to have only a small playerbase, and it has notably failed to receive any [[buff]]s from [[update]]s in the game.
However, Jigglypuff is strongly held back by its poor ground game, due to its poor mobility on the ground and short [[range]] on most of its attacks, including its grab. Furthermore, Jigglypuff has significant difficulty in KOing opponents, as it has few reliable KO moves, and a majority of them feature considerable amounts of lag that cause them to be unsafe in most scenarios. In addition, Jigglypuff is prone to air release combos from several characters within 10 frames that can either combo or KO. Its endurance is unarguably the worst in the game, as it is extremely floaty and possesses the lowest [[weight]] in the game, further exacerbated by the introduction of [[rage]] and weaker [[shield]]s, which is further amplified by Jigglypuff immediately getting KOed if its shield is broken.


==How to unlock==
Jigglypuff is considered non-viable for tournament play, though a number of players have made some impacts at tournaments, with players such as {{Sm|LeeT}} and {{Sm|MASTER PUFFY}} performing decently in nationals, and {{Sm|Captain L}} ranking with it as a co-main on the [[Panda Global Rankings|Panda Global Rankings v5]]. Despite these tournament impacts, Jigglypuff still continues to have only a small playerbase. It also has notably failed to receive any [[buff]]s from [[update]]s in the game.
 
==How to unlock (3DS version only)==
* Play 120 VS Matches.
* Play 120 VS Matches.
* Collect 30 different pieces of [[equipment]].
* Collect 30 different pieces of [[equipment]].
After completing one of the two methods, Jigglypuff must then be defeated on [[Unova Pokémon League]].
After completing one of the two methods, Jigglypuff must then be defeated on [[Unova Pokémon League]].
Jigglypuff is a [[starter character]] in {{forwiiu}}, and is unlockable only in the 3DS version of ''SSB4''.


==Attributes==
==Attributes==
Jigglypuff is a character of extremes, as evident with its attributes: it has the second highest [[traction]], the second fastest [[air speed]], the highest [[air acceleration]], the lowest [[falling speed]], and the lowest [[gravity]]. These attributes 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, the lightest [[weight]] and the lowest [[jump]] force, as well as a fairly slow jumpsquat. As such, these attributes make Jigglypuff unable to quickly traverse the stage on foot 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 very low gravity also results in it taking slightly below average [[hitstun]].
Jigglypuff is a character of extremes, as evident with its attributes: it has the second highest [[traction]], the second fastest [[air speed]], the highest [[air acceleration]], the lowest [[falling speed]], and the lowest [[gravity]]. These attributes 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, the lightest [[weight]] and the lowest [[jump]] force, as well as a fairly slow jumpsquat. As such, these attributes make Jigglypuff unable to quickly traverse the stage on foot 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 very low gravity also results in it taking slightly below average [[hitstun]].


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. All of its aerials, aside from 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 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. 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 [[wall of pain]] technique: once an opponent with a poor recovery 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, KOing reliably at 135%, and having a remarkable range, given Jigglypuff's small size. 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 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. Lastly, down aerial can be used as a highly damaging out of shield or pressuring option, dealing up to 14% damage, 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 biggest strength lies 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. All of its aerials, aside from 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 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. 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 [[wall of pain]] technique: once an opponent with a poor recovery 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, KOing reliably at 135%, and having a remarkable range, given Jigglypuff's small size. 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 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. Lastly, down aerial can be used as a highly damaging out of shield or pressuring option, dealing up to 14% damage, 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, very fast 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, 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 fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest distanced recoveries without being put at risk; characters such as {{SSB4|Cloud}} and {{SSB4|Ness}} are the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience.
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, 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 fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest distanced recoveries without being put at risk; characters such as {{SSB4|Cloud}} and {{SSB4|Ness}} are the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience.


Finally, Jigglypuff has a trump card in [[Rest]], its signature move; it has very high 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 a strong [[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. The easiest way 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 low as 35%.
Finally, Jigglypuff has a trump card in [[Rest]], its signature move; it has very high 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 a strong [[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. The easiest way 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 low as 35%.


Up tilt can also lead into Rest, which can be used to rack up at least 30%, but opponents can be launched too far away past low percentages. Lastly, 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]], a [[jab reset]], or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest has the slowest [[interruptibility]] in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, making it easy to punish, even if it KOs the opponent, and thus being a gamble to attempt in almost any circumstance.  
Up tilt can also lead into Rest, which can be used to rack up at least 30%, but opponents can be launched too far away past low percentages. Lastly, 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]], a [[jab reset]], or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest has the slowest [[interruptibility]] in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, making it easy to punish, even if it KOs the opponent, and thus being a gamble to attempt in almost any circumstance.


However, Jigglypuff is held back by numerous weaknesses, which are severe enough to outweigh its strengths. The most detrimental is its frailty: Jigglypuff's stats result in it having the lowest endurance in the game, potentially being knocked out as early as 35% with a sufficiently strong attack. The introduction of rage is an additional burden, since opponents can send it flying even earlier, in some instances a combo being all it takes for Jigglypuff to be KO'd even at 0%. 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.  
However, Jigglypuff is held back by numerous weaknesses, which are severe enough to outweigh its strengths. The most detrimental is its frailty: Jigglypuff's stats result in it possessing the lowest endurance in the game, potentially being knocked out as early as 35% with a sufficiently strong attack. The introduction of rage is an additional burden, since opponents can send it flying even earlier, in some instances a combo being all it takes for Jigglypuff to be KO'd even at 0%. 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 potentially survivable punishes typically 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 lack of range and slow grounded approach prevent it from racking up large amounts of damage with only a few moves. This is 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 surprisingly 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-ups or KO potential, with its strongest throw, up throw, not being able to KO reliably even well beyond 200%[https://youtu.be/640NC5rmrdk?t=34s]. This also results in Jigglypuff being easily kept at bay by shields without usage of Pound's high [[shield damage]]. Jigglypuff suffers from air release combos due to its high air friction and slow airdodge startup. Several characters can react within 10 frames can combo or even kill. An example would be {{SSB4|Zero Suit Samus}} at certain percents comboing with up aerial, up aerial, and Boost Kick against Jigglypuff even with little rage for a KO. Another example is {{SSB4|Meta Knight}} using his unavoidable grounded [[Shuttle Loop]] out of air releases. Although Jigglypuff can escape these combos with a well timed Rest, this is extremely risky, and the hitbox will not connect against fighters with disjointed attacks.
Furthermore, Jigglypuff has a very problematic ground game. While most of its grounded moveset is characterized with quick speed in proportion to their power, its lack of range and sluggish grounded approach prevent it from racking up large amounts of damage with only a few moves. This is 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 surprisingly high knockback scaling, while down smash has intangibility and the lowest launching 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-ups or KO potential, with its strongest throw, up throw, not being able to KO reliably even well beyond 200%[https://youtu.be/640NC5rmrdk?t=34s]. This also results in Jigglypuff being easily kept at bay by shields without usage of Pound's high [[shield damage]]. Jigglypuff suffers from air release combos due to its high air friction and slow airdodge startup. Several characters can react within 10 frames can combo or even kill. An example would be {{SSB4|Zero Suit Samus}} at certain percents comboing with up aerial, up aerial, and Boost Kick against Jigglypuff even with little rage for a KO. Another example is {{SSB4|Meta Knight}} using his unavoidable grounded [[Shuttle Loop]] out of air releases. Although Jigglypuff can escape these combos with a well-timed Rest, this is extremely risky, and the hitbox will not connect against fighters with disjointed attacks.


Jigglypuff's approach, despite being good in the air, is overall predictable. Most of the time, it relies on being 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, 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}} and Cloud. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in ''SSB4'', its ground movement is one of the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other [[Weight|lightweight]] characters can, and in turn makes it very troubling on the offensive side of battle should it be going against speedy characters, such as {{SSB4|Sonic}}.
Jigglypuff's approach, despite being good in the air, is overall predictable. Most of the time, it relies on being 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, 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}} and Cloud. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in ''SSB4'', its ground movement is one of the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other [[Weight|lightweight]] characters can, and in turn makes it very troubling on the offensive side of battle should it be going against speedy characters, such as {{SSB4|Sonic}}.


Lastly, all of Jigglypuff's specials are incredibly situational. [[Rollout]] is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and its deceptively small hitbox results in it effectively having no priority, despite dealing 14% damage when fully charged. [[Sing]] has awkward timing, little range, does not work on aerial opponents, and, despite not having a hitbox, can be [[counter]]ed. Its [[sleep]] effect can also be shortened with [[button mashing]], reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable or safe recovery options, instead relying on its remaining jumps and Pound to recover, making it easy to gimp despite its usual off-stage comfort. Rest is very risky to use, and Pound is slow and cannot break shields that are on or near full health.
Lastly, all of Jigglypuff's specials are incredibly situational. [[Rollout]] is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and its deceptively small hitbox results in it effectively lacking priority, despite dealing 14% damage when fully charged. [[Sing]] has awkward timing, little range, does not work on aerial opponents, and, despite not having a hitbox, can be [[counter]]ed. Its [[sleep]] effect can also be shortened with [[button mashing]], reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable or safe recovering options, instead relying on its remaining jumps and Pound to recover, making it easy to gimp despite its common off-stage comfort. Rest is very risky to use, and Pound is slow and cannot break shields that are on or near full health.


Jigglypuff has among the most polarized [[Character customization|custom moves]] in the game, with few of them 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. Its other custom moves are disregarded in favor of the default versions due to their very low utility; Spinphony is, in particular, considered to be its worst custom move (and arguably the worst custom special move in the game), as it has very slow start-up, a very long interval between its active hitboxes and very long ending lag, to the point one could use it from the upper blast zone of the stage, and be dragged down to the lower blast zone by the ending of the move, which are flaws that completely overshadow the moves' utility at reversing opponents out. Raging Rollout has more power and is [[unblockable]], but is much slower at charging, grants less distance, has high ending lag and doesn't pierce opponents. Sideways Pound sends opponents at a [[semi-spike]], but is worse for recovering. Leaping Rest has more coverage since Jigglypuff jumps when using the move, but is much weaker and it naps for a longer time, making it more punishable if it misses. Wakie Wakie has decreased ending lag, increased range, pushes opponents away opponents while "napping" and sends opponents horizontally rather than vertically, again similarly to Rest's iteration in ''Melee'', but is also slightly weaker, causes recoil damage, and its increased startup makes Jigglypuff vulnerable. In addition, while Jigglypuff does benefit from its best custom moves since they enhance its strengths in one way or another, they also fail to fix most of its major flaws.
Jigglypuff has among the most polarized [[Character customization|custom moves]] in the game, with few of them 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. Its other custom moves are disregarded in favor of the default versions due to their very low utility; Spinphony is, in particular, considered to be its worst custom move (and arguably the worst custom special move in the game), as it has very slow start-up, a very long interval between its active hitboxes and very long ending lag, to the point one could use it from the upper blast zone of the stage, and be dragged down to the lower blast zone by the ending of the move, which are flaws that completely overshadow the moves' utility at reversing opponents out. Raging Rollout has more power and is [[unblockable]], but is much slower at charging, grants less distance, has high ending lag and doesn't pierce opponents. Sideways Pound sends opponents at a [[semi-spike]], but is worse for recovering. Leaping Rest has more coverage since Jigglypuff jumps when using the move, but is much weaker and it naps for a longer time, making it more punishable if it misses. Wakie Wakie has decreased ending lag, increased range, pushes opponents away opponents while "napping" and sends opponents horizontally rather than vertically, again similarly to Rest's iteration in ''Melee'', but is also slightly weaker, causes recoil damage, and its increased startup makes Jigglypuff vulnerable. In addition, while Jigglypuff does benefit from its best custom moves since they enhance its strengths in one way or another, they also fail to fix most of its major flaws.


Overall, Jigglypuff can quickly rack up damage or KO opponents, but can be KO'd just as quickly. As a result of its risky playstyle and mechanics as well as its punish game compared to other characters, its popularity in competitive play remains poor, as it has notoriously low tournament representation and almost no tournament results in singles at high levels of play. However, it should also be noted that Jigglypuff fares much better in [[doubles]] play, 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 quickly rack up damage or KO opponents, but can be KO'd just as quickly. As a result of its risky playstyle and mechanics as well as its punishing game compared to other characters, its popularity in competitive play remains poor, as it has notoriously low tournament representation and almost no tournament results in singles at high levels of play. However, it should also be noted that Jigglypuff fares much better in [[doubles]] play, as its combination of evasiveness and strength are well-suited to this environment, courtesy of a teammate's attacks giving Jigglypuff many new options.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
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Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of [[edge-hogging]] gives it a much harder time edgeguarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as [[Pound]] grants less momentum than before, only marginally increasing its recovery distance when executed frame-perfectly, while simultaneously slowing it down significantly. Furthermore, Jigglypuff's jumps are marginally lower now (due to its higher gravity), and Rollout is now unsafe as a recovery option as Jigglypuff can no longer move left and right while falling after hitting an opponent with it. The addition of [[rage]] hinders its already poor endurance, and it usually cannot survive long enough to make effective use of the mechanic. The changes to [[shield]] mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a greater liability than in ''Brawl''. However the weakening of shields also allows Pound to break shields more easily, which coupled with the increased strength of [[Rest]], improves Jigglypuff's offensive capabilities somewhat. While Jigglypuff benefits from the drastic changes to [[hitstun]], as it is now able to perform true combos with its aerials again, its nerfed air game counterbalances this issue: its up, down and back aerials (particularly the latter) have increased lag. Its forward aerial, a staple move in previous games, deals less damage and less knockback, making it significantly less useful than before removing one of Jigglypuff's faster and safer KO options, while its lower short hop removes its notable ability to use two aerials in one short hop. Due to this, a down aerial no longer auto-cancels from a short hop, nerfing its approach. Its ground game was also weakened, as it no longer has access to [[DACUS]] and its smash attacks now deal less damage and knockback, with the reduction in ending lag for its down and up smashes and its faster dashing speed failing to compensate for this well enough. Because of these changes, its KOing ability is much worse, and even with the changes to hitstun allowing for some hit confirms into Rest, it still has difficulty landing said move and some of the setups Jigglypuff previously had into Rest (including down aerial and a jab lock) are either much more difficult and situational in the former's case or in the latter's case, no longer possible at all. In general, Jigglypuff's locking options are far worse due to alterations to its previous main locking moves. Ergo, Jigglypuff's remaining locking options either stop working before rest can KO or in down smash's case; it is too laggy and sends opponents too far away and the new three hit lock limit naturally hinders Jigglypuff's damage racking potential after locking an opponent.
Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of [[edge-hogging]] gives it a much harder time edgeguarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as [[Pound]] grants less momentum than before, only marginally increasing its recovery distance when executed frame-perfectly, while simultaneously slowing it down significantly. Furthermore, Jigglypuff's jumps are marginally lower now (due to its higher gravity), and Rollout is now unsafe as a recovery option as Jigglypuff can no longer move left and right while falling after hitting an opponent with it. The addition of [[rage]] hinders its already poor endurance, and it usually cannot survive long enough to make effective use of the mechanic. The changes to [[shield]] mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a greater liability than in ''Brawl''. However the weakening of shields also allows Pound to break shields more easily, which coupled with the increased strength of [[Rest]], improves Jigglypuff's offensive capabilities somewhat. While Jigglypuff benefits from the drastic changes to [[hitstun]], as it is now able to perform true combos with its aerials again, its nerfed air game counterbalances this issue: its up, down and back aerials (particularly the latter) have increased lag. Its forward aerial, a staple move in previous games, deals less damage and less knockback, making it significantly less useful than before removing one of Jigglypuff's faster and safer KO options, while its lower short hop removes its notable ability to use two aerials in one short hop. Due to this, a down aerial no longer auto-cancels from a short hop, nerfing its approach. Its ground game was also weakened, as it no longer has access to [[DACUS]] and its smash attacks now deal less damage and knockback, with the reduction in ending lag for its down and up smashes and its faster dashing speed failing to compensate for this well enough. Because of these changes, its KOing ability is much worse, and even with the changes to hitstun allowing for some hit confirms into Rest, it still has difficulty landing said move and some of the setups Jigglypuff previously had into Rest (including down aerial and a jab lock) are either much more difficult and situational in the former's case or in the latter's case, no longer possible at all. In general, Jigglypuff's locking options are far worse due to alterations to its previous main locking moves. Ergo, Jigglypuff's remaining locking options either stop working before rest can KO or in down smash's case; it is too laggy and sends opponents too far away and the new three hit lock limit naturally hinders Jigglypuff's damage racking potential after locking an opponent.


However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been partially restored since ''Brawl'', which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, with neutral aerial regaining some of the power it once had in ''Smash 64'' although back aerial's power came at the cost of being much slower and losing its [[wall of pain]] potential due to it being re-purposed as a KOing option combined with its slower speed/higher launching angle. Jigglypuff's smash attacks and grabs have slightly reduced lag, improving its approach and speed altogether when combined with its slightly higher dash speed, albeit for the exchange of less damage. Its dash attack also no longer rebounds with a hitbox, giving it some utility for KOing as well as both a new, albeit situational, approach tactic, and a way to deal with projectiles.  
However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been partially restored since ''Brawl'', which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, with neutral aerial regaining some of the power it once had in ''Smash 64'' although back aerial's power came at the cost of being much slower and losing its [[wall of pain]] potential due to it being re-purposed as a KOing option combined with its slower speed/higher launching angle. Jigglypuff's smash attacks and grabs have slightly reduced lag, improving its approach and speed altogether when combined with its slightly higher dash speed, albeit for the exchange of less damage. Its dash attack also no longer rebounds with a hitbox, giving it some utility for KOing as well as both a new, albeit situational, approach tactic, and a way to deal with projectiles.


Even so, these buffs do not compensate at all for the large nerfs it has received including its worse damage output and its worse aerial game and the changes to the game's mechanics did not help Jigglypuff that much. As a result, Jigglypuff remains an extremely poor character and is a common contender for the worst in the game. The majority of the ''Brawl'' cast had benefited from ''Smash 4''{{'}}s mechanics far more than Jigglypuff did and a fair amount of ''Brawl''{{'}}s weaker characters including most of Jigglypuff's fellow bottom-tier characters, such as {{SSB4|Mario}} and {{SSB4|Captain Falcon}} had been buffed both directly and indirectly. Lastly, Jigglypuff does not really benefit from a slightly more favorable matchup spread as while certain dominant characters from ''Brawl'', such as {{SSBB|Meta Knight}}, have been considerably nerfed, they still have clear strengths that Jigglypuff either lacks or said strengths being counterbalanced by Jigglypuff's weaknesses, allowing said characters to overcome Jigglypuff.  
Even so, these buffs do not compensate at all for the large nerfs it has received including its worse damage output and its worse aerial game and the changes to the game's mechanics did not help Jigglypuff that much. As a result, Jigglypuff remains an extremely poor character and is a common contender for the worst in the game. The majority of the ''Brawl'' cast had benefited from ''Smash 4''{{'}}s mechanics far more than Jigglypuff did and a fair amount of ''Brawl''{{'}}s weaker characters including most of Jigglypuff's fellow bottom-tier characters, such as {{SSB4|Mario}} and {{SSB4|Captain Falcon}} had been buffed both directly and indirectly. Lastly, Jigglypuff does not really benefit from a slightly more favorable matchup spread as while certain dominant characters from ''Brawl'', such as {{SSBB|Meta Knight}}, have been considerably nerfed, they still have clear strengths that Jigglypuff either lacks or said strengths being counterbalanced by Jigglypuff's weaknesses, allowing said characters to overcome Jigglypuff.


While several poorly regarded characters like {{SSB4|Charizard}} have received buffs over game updates, Jigglypuff did not receive any improvements whatsoever and newer updates had introduced characters such as {{SSB4|Cloud}} and {{SSB4|Bayonetta}} who gave Jigglypuff even more trouble. As such, its standing relative to the cast is worse than in ''Brawl'' and it only got worse over time due to the aforementioned reasons, and it once again lacks viability in competitive play, though its overall potency compared to ''Brawl'' is somewhat debatable due to the more polarized character balance in the former game.
While several poorly regarded characters like {{SSB4|Charizard}} have received buffs over game updates, Jigglypuff did not receive any improvements whatsoever and newer updates had introduced characters such as {{SSB4|Cloud}} and {{SSB4|Bayonetta}} who gave Jigglypuff even more trouble. As such, its standing relative to the cast is worse than in ''Brawl'' and it only got worse over time due to the aforementioned reasons, and it once again lacks viability in competitive play, though its overall potency compared to ''Brawl'' is somewhat debatable due to the more polarized character balance in the former game.
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*[[Neutral attack]]:
*[[Neutral attack]]:
**{{buff|Neutral attack has increased base knockback (8/16 → 12/22) and it launches opponents at a higher angle ([[Sakurai angle|361°]] → 60°/78° (hit 1)/55°/65° (hit 2)), allowing it to connect together better and improving its [[jab cancel]] potential.}}
**{{buff|Neutral attack has increased base knockback (8/16 → 12/22) and it launches opponents at a higher angle ([[Sakurai angle|361°]] → 60°/78° (hit 1)/55°/65° (hit 2)), allowing it to connect together better and improving its [[jab cancel]] potential.}}
***{{nerf|However, this also means that neutral attack can no longer [[lock]] opponents, removing Jigglypuff's most reliable way to safely set up [[Rest]] or a charged smash attack from a missed [[tech]].}}  
***{{nerf|However, this also means that neutral attack can no longer [[lock]] opponents, removing Jigglypuff's most reliable way to safely set up [[Rest]] or a charged smash attack from a missed [[tech]].}}
**{{change|Neutral attack now uses two extended hitboxes rather than three normal hitboxes. These hitboxes are smaller (4.32u/4.32u/4.32u → 3.5u/3.9u) but they still cover the same amount of space for the first hit.}}
**{{change|Neutral attack now uses two extended hitboxes rather than three normal hitboxes. These hitboxes are smaller (4.32u/4.32u/4.32u → 3.5u/3.9u) but they still cover the same amount of space for the first hit.}}
***{{buff|For the second hit however, they are positioned further out, increasing its range.}}
***{{buff|For the second hit however, they are positioned further out, increasing its range.}}
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**{{buff|Dash attack's late hit has a longer duration (frames 10-15 → 10-20).}}
**{{buff|Dash attack's late hit has a longer duration (frames 10-15 → 10-20).}}
**{{bugfix|Due to the rebound hitbox flag being fixed, dash attack no longer rebounds, much like in ''Melee''.}}
**{{bugfix|Due to the rebound hitbox flag being fixed, dash attack no longer rebounds, much like in ''Melee''.}}
***{{buff|This improves its approach potential.}}  
***{{buff|This improves its approach potential.}}
**{{nerf|Dash attack has smaller hitboxes (5.76u → 5u (clean)/4u (late)) and they are positioned closer to Jigglypuff (y offset: 3.6 → 2), reducing its range.}}
**{{nerf|Dash attack has smaller hitboxes (5.76u → 5u (clean)/4u (late)) and they are positioned closer to Jigglypuff (y offset: 3.6 → 2), reducing its range.}}
*[[Forward smash]]:
*[[Forward smash]]:
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*{{buff|The changes to [[hitstun cancelling]] slightly improves Jigglypuff's aerial combo game.}}
*{{buff|The changes to [[hitstun cancelling]] slightly improves Jigglypuff's aerial combo game.}}
*{{nerf|Jigglypuff's lower [[short hop]] prevents it from performing two aerials in a short hop.}}
*{{nerf|Jigglypuff's lower [[short hop]] prevents it from performing two aerials in a short hop.}}
*{{nerf|All aerials have shorter initial [[auto-cancel]] windows (frames 1-5 (neutral)/1-7 (forward/back/up) → 1-3 (neutral/forward/back/up), frames 1-4 → 1 (down)), no longer lasting the entire aerial before the hitboxes come out.}}  
*{{nerf|All aerials have shorter initial [[auto-cancel]] windows (frames 1-5 (neutral)/1-7 (forward/back/up) → 1-3 (neutral/forward/back/up), frames 1-4 → 1 (down)), no longer lasting the entire aerial before the hitboxes come out.}}
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{buff|Neutral aerial has a longer duration (frames 6-29 → 6-30).}}
**{{buff|Neutral aerial has a longer duration (frames 6-29 → 6-30).}}
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***{{buff|This increases its range below Jigglypuff.}}
***{{buff|This increases its range below Jigglypuff.}}
***{{nerf|However, this also decreases its range above Jigglypuff.}}
***{{nerf|However, this also decreases its range above Jigglypuff.}}
**{{nerf|Neutral aerial auto-cancels later (frame 30 → 40), no longer doing so immediately after its hitboxes cease, significantly hindering its followup potential when combined with the late hit's higher base knockback.}}  
**{{nerf|Neutral aerial auto-cancels later (frame 30 → 40), no longer doing so immediately after its hitboxes cease, significantly hindering its followup potential when combined with the late hit's higher base knockback.}}
**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}}
**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{nerf|Clean forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98) significantly hindering its KO potential.}}
**{{nerf|Clean forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98) significantly hindering its KO potential.}}
***{{buff|However, this also improves its followup potential.}}  
***{{buff|However, this also improves its followup potential.}}
**{{change|Late forward aerial has increased base knockback (12 → 30), improving its safety and edgeguarding potential but hindering its followup and locking potential.}}
**{{change|Late forward aerial has increased base knockback (12 → 30), improving its safety and edgeguarding potential but hindering its followup and locking potential.}}
**{{nerf|The far hitbox is positioned closer to Jigglypuff (z offset: 10 → 9/8), reducing its range.}}
**{{nerf|The far hitbox is positioned closer to Jigglypuff (z offset: 10 → 9/8), reducing its range.}}
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**{{nerf|Back aerial launches opponents at a higher angle (361° → 46°), which removes its ability to lock and hinders its KO potential.}}
**{{nerf|Back aerial launches opponents at a higher angle (361° → 46°), which removes its ability to lock and hinders its KO potential.}}
**{{nerf|Back aerial's near hitbox has been removed. The move is also less disjointed due to Jigglypuff's size being increased, without the hitboxes being moved to compensate.}}
**{{nerf|Back aerial's near hitbox has been removed. The move is also less disjointed due to Jigglypuff's size being increased, without the hitboxes being moved to compensate.}}
***{{nerf|Altogether, these changes significantly hinder back aerial's spacing and [[Wall of Pain]] potential.}}
***{{nerf|Altogether, these changes significantly hinder back aerial's spacing and [[Wall of Pain]] potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has a longer duration (frames 8-16 → 9-21).}}  
**{{buff|Up aerial has a longer duration (frames 8-16 → 9-21).}}
**{{buff|Up aerial has a new animation where Jigglypuff extends its arm, with its hitboxes being moved upwards to compensate (x offset: 4/1/-2 → 7/4/1). This increases its vertical range.}}
**{{buff|Up aerial has a new animation where Jigglypuff extends its arm, with its hitboxes being moved upwards to compensate (x offset: 4/1/-2 → 7/4/1). This increases its vertical range.}}
***{{nerf|However, this also reduces its range below Jigglypuff and the new animation is longer (39 frames → 49).}}
***{{nerf|However, this also reduces its range below Jigglypuff and the new animation is longer (39 frames → 49).}}
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**{{nerf|Up aerial's near hitboxes are smaller (4u/4u → 3u/3u).}}
**{{nerf|Up aerial's near hitboxes are smaller (4u/4u → 3u/3u).}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|Down aerial's angles (270° (grounded)/30° (aerial) → 145°/280° (both)), and knockback (20/10 (base), 0 (set), 100 (scaling) → 10/0/100 (lower hitbox), 0/30/100 (upper hitbox)) have been altered, making it connect much more reliably, especially against aerial opponents.}}  
**{{buff|Down aerial's angles (270° (grounded)/30° (aerial) → 145°/280° (both)), and knockback (20/10 (base), 0 (set), 100 (scaling) → 10/0/100 (lower hitbox), 0/30/100 (upper hitbox)) have been altered, making it connect much more reliably, especially against aerial opponents.}}
***{{nerf|However, these new angles prevent it from [[trip]]ping grounded opponents, as well as gaining the ability to lock, hindering its ability to lead into [[Rest]].}}
***{{nerf|However, these new angles prevent it from [[trip]]ping grounded opponents, as well as gaining the ability to lock, hindering its ability to lead into [[Rest]].}}
**{{buff|The loop hits have a lower [[SDI multiplier]] (1.2× → 0.8×). When combined with the weakening of [[SDI]] and the move's altered knockback/angles, this makes down aerial much more difficult to escape from.}}  
**{{buff|The loop hits have a lower [[SDI multiplier]] (1.2× → 0.8×). When combined with the weakening of [[SDI]] and the move's altered knockback/angles, this makes down aerial much more difficult to escape from.}}
**{{buff|Down aerial now has an additional, ninth hit that launches opponents horinzontally (270° (grounded)/30° (aerial) → 45° (both)) and deals higher knockback (20/10 (base)/100 (scaling) → 30/150), improving its edgeguarding and KO potential.}}
**{{buff|Down aerial now has an additional, ninth hit that launches opponents horinzontally (270° (grounded)/30° (aerial) → 45° (both)) and deals higher knockback (20/10 (base)/100 (scaling) → 30/150), improving its edgeguarding and KO potential.}}
***{{buff|This new final hit also decreases the move's ending lag as its total duration was not fully compensated.}}
***{{buff|This new final hit also decreases the move's ending lag as its total duration was not fully compensated.}}
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*[[Rollout]]:
*[[Rollout]]:
**{{buff|Rollout has less landing lag after it connects (30 frames → 25).}}
**{{buff|Rollout has less landing lag after it connects (30 frames → 25).}}
**{{change|Slopes now have a much greater influence on Rollout's speed.}}  
**{{change|Slopes now have a much greater influence on Rollout's speed.}}
***{{buff|Because of this, Jigglypuff travels much faster when rolling down a slope and it deals more damage (20% → 23%). This also potentially allows Jigglypuff to bypass certain [[counterattack]]s by moving too fast for the attack to hit.}}
***{{buff|Because of this, Jigglypuff travels much faster when rolling down a slope and it deals more damage (20% → 23%). This also potentially allows Jigglypuff to bypass certain [[counterattack]]s by moving too fast for the attack to hit.}}
***{{nerf|However, attempting to reverse the direction of Rollout while rolling down a cliff will now result in Jigglypuff being flung forwards off the ground, making self-destructs very likely.}}
***{{nerf|However, attempting to reverse the direction of Rollout while rolling down a cliff will now result in Jigglypuff being flung forwards off the ground, making self-destructs very likely.}}
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**{{change|Grounded Rollout no longer has hitboxes on either side of Jigglypuff for hitting stage objects. This makes it harder to hit certain destroyable terrains, but also makes the move less likely to be negated by them.}}
**{{change|Grounded Rollout no longer has hitboxes on either side of Jigglypuff for hitting stage objects. This makes it harder to hit certain destroyable terrains, but also makes the move less likely to be negated by them.}}
**{{nerf|Fully charged Rollout deals less damage (18% → 14%), hindering its KO potential.}}
**{{nerf|Fully charged Rollout deals less damage (18% → 14%), hindering its KO potential.}}
**{{nerf|Jigglypuff can no longer move in midair after hitting an opponent with Rollout, significantly hindering its recovery potential and safety.}}  
**{{nerf|Jigglypuff can no longer move in midair after hitting an opponent with Rollout, significantly hindering its recovery potential and safety.}}
**{{nerf|Rollout no longer allows Jigglypuff to bypass hitlag when landed on an opponent, effectively increasing its ending lag.}}
**{{nerf|Rollout no longer allows Jigglypuff to bypass hitlag when landed on an opponent, effectively increasing its ending lag.}}
**{{nerf|Jigglypuff's falling speed when using Rollout is higher (1.0 → 1.2), both reducing its recovery potential and its offensive capabilities in the air.}}  
**{{nerf|Jigglypuff's falling speed when using Rollout is higher (1.0 → 1.2), both reducing its recovery potential and its offensive capabilities in the air.}}
**{{nerf|Rollout's aerial horizontal control is lower (0.1 → 0.05), and a new glitch prevents Jigglypuff from curving in mid-air if the user attempts to reverse the direction of Rollout on the same frame that Jigglypuff rolls of a ledge. These changes make it overall easier to cause an accidental [[self-destruct]].}}
**{{nerf|Rollout's aerial horizontal control is lower (0.1 → 0.05), and a new glitch prevents Jigglypuff from curving in mid-air if the user attempts to reverse the direction of Rollout on the same frame that Jigglypuff rolls of a ledge. These changes make it overall easier to cause an accidental [[self-destruct]].}}
*[[Pound]]:
*[[Pound]]:
**{{buff|The 1.19x damage multiplier against shields benefits [[Pound]], now allowing it to break a shield that has 75% of its health.}}
**{{buff|The 1.19x damage multiplier against shields benefits [[Pound]], now allowing it to break a shield that has 75% of its health.}}
**{{change|Pound now launches opponents at a consistent angle (90°/120° → 75°).}}
**{{change|Pound now launches opponents at a consistent angle (90°/120° → 75°).}}
**{{nerf|Aerial Pound's initial speed is greater (2.2 → 2.6) however, it has a lower momentum multiplier (0.92x → 0.8x). This makes it lose momentum more quickly, resulting in the move travelling much less horizotal distance.}}  
**{{nerf|Aerial Pound's initial speed is greater (2.2 → 2.6) however, it has a lower momentum multiplier (0.92x → 0.8x). This makes it lose momentum more quickly, resulting in the move travelling much less horizotal distance.}}
**{{nerf|Pound now slows down Jigglypuff's momentum near the end and causes it to start falling downwards before it is able to begin accelerating forwards through the air.}}  
**{{nerf|Pound now slows down Jigglypuff's momentum near the end and causes it to start falling downwards before it is able to begin accelerating forwards through the air.}}
***{{nerf|As a result, this hinders aerial Pound's recovery potential, and makes rising Pound much less useful/effective.}}
***{{nerf|As a result, this hinders aerial Pound's recovery potential, and makes rising Pound much less useful/effective.}}
*[[Sing]]:
*[[Sing]]:
**{{buff|Sing has increased knockback scaling (4 → 30/10), which results in the new near hit in particular putting opponents to sleep for noticeably longer.}}  
**{{buff|Sing has increased knockback scaling (4 → 30/10), which results in the new near hit in particular putting opponents to sleep for noticeably longer.}}
***{{buff|Furthermore, the third soundwave only features the sweetspot, as the sweetspot takes priority and it completely overlaps the sourspot.}}  
***{{buff|Furthermore, the third soundwave only features the sweetspot, as the sweetspot takes priority and it completely overlaps the sourspot.}}
**{{buff|The first two waves' far soundwave is larger (13u → 14u).}}
**{{buff|The first two waves' far soundwave is larger (13u → 14u).}}
**{{change|Jigglypuff now opens its eyes when performing Sing, instead of being closed like in ''Smash 64'', ''Melee'' and ''Brawl''.}}
**{{change|Jigglypuff now opens its eyes when performing Sing on the ground, instead of being closed like in ''Smash 64'', ''Melee'' and ''Brawl''.}}
*[[Rest]]:
*[[Rest]]:
**{{buff|Rest has a longer duration (frame 2 → 2-4).}}
**{{buff|Rest has a longer duration (frame 2 → 2-4).}}
**{{buff|Rest has less ending lag (FAF 250 → 230).}}
**{{buff|Rest has less ending lag (FAF 250 → 230).}}
**{{buff|Rest deals more damage (15% → 20%), significantly improving its KO potential despite its decreased knockback scaling (75 → 66).}}  
**{{buff|Rest deals more damage (15% → 20%), significantly improving its KO potential despite its decreased knockback scaling (75 → 66).}}
**{{buff|Rest has a larger hitbox (2.6u → 3.4u).}}
**{{buff|Rest has a larger hitbox (2.6u → 3.4u).}}
**{{nerf|The implementation of blast KOs from the upper blast line hinders Rest's safety as a KOing option (especially at higher percents), due to it possibly allowing the opponent to respawn quickly and have a chance to heavily punish Jigglypuff.}}
**{{nerf|The implementation of blast KOs from the upper blast line hinders Rest's safety as a KOing option (especially at higher percents), due to it possibly allowing the opponent to respawn quickly and have a chance to heavily punish Jigglypuff.}}
***{{nerf|Despite this, the opponent can now be [[star KO]]ed when the move is used far off-stage, making it less safe to use Rest in an edgeguarding situation too.}}  
***{{nerf|Despite this, the opponent can now be [[star KO]]ed when the move is used far off-stage, making it less safe to use Rest in an edgeguarding situation too.}}
*[[Puff Up]]:
*[[Puff Up]]:
**{{buff|Puff Up slighty increases Jigglypuff's size further.}}
**{{buff|Puff Up slighty increases Jigglypuff's size further.}}
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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 buffed Jigglypuff, as the increased [[shieldstun]] makes 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 slightly benefits from the nerfs given to some of its hardest matchups in game updates, such as {{SSB4|Diddy Kong}}, {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}}, and {{SSB4|Bayonetta}}. However, it is the only non-top tier fighter to have never received a single buff,<!--Dedede's down throw was buffed in 1.0.4--> which further reinforced its widely held perception as the worst fighter in the game. Overall, Jigglypuff fares considerably 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 receiving almost no direct changes despite being universally considered a bottom tier character for the game's entire lifespan. Jigglypuff's only direct changes were bug fixes made to [[Rollout]] which did not affect Jigglypuff in any meaningful way due to Rollout being an extremely situational move at best.  
 
In addition to this, Jigglypuff did not benefit from the numerous universal changes the game received over time. Update [[1.0.4]] removed [[LSI|Launch Speed Influence]] for moves which launched at vertical angles between 65°-115° and 245°-295° which was overall a net negative for Jigglypuff. While it did make a few of Jigglypuff's moves such as Up Smash and [[Rest]] more consistent KO moves and moves such as up tilt more consistent combo tools, it also further hindered Jigglypuff's already poor endurance, in addition to making Jigglypuff more susceptible to combos, while not singificantly improving Jigglypuff's own combo potential. This update also removed [[DACUS]] which hindered Jigglypuff as Jigglypuff previously possessed a useful sliding DACUS.
 
Updates [[1.1.0]] and [[1.1.1]] brought numerous changes to [[shieldstun]] (mainly increasing shieldstun) which did not benefit Jigglypuff overall. While the higher shieldstun did make Jigglypuff's attacks safer on shield, Jigglypuff still lacked any completely safe moves on shield without spacing, in addition to further limiting Jigglypuff's poor [[Out of Shield]] punish game.
 
With Jigglypuff receiving no meaningful changes combined with Jigglypuff not benefiting from universal changes, this naturally meant that Jigglypuff suffered from power creep as time went on. Numerous new top and high tiers characters would emerge via DLC or significant buffs while a vast majority of the other mid-low to bottom tiers were buffed, sometimes to a rather significant degree. This would result in Jigglypuff becoming weaker and weaker relative to the cast in every patch and while Jigglypuff was a far below average character initially, Jigglypuff dropped down to a contender for the worst character in the game by the end of the game's patches due to Jigglypuff receiving no significant buffs while the game kept evolving.
 
Overall, Jigglypuff is largely the same character as at launch although Jigglypuff is an overall worse character relative to the cast due to a mix of Jigglypuff not benefiting from the game's universal gameplay changes via patches and the rest of the lower half of the tier list improving while Jigglypuff largely stayed the same.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Jigglypuff}}
{{UpdateList/1.0.4|char=Jigglypuff}}
<!--At some point between 1.0.4 and 1.1.0, Rollout was changed so that if Jigglypuff landed with Rollout, it would have its aerial hitbox rather than its aerial hitbox-->
'''{{GameIcon|ssb4}} [[1.1.0]]'''
{{UpdateList/1.1.0|char=Jigglypuff}}


==Moveset==
==Moveset==
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|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Kicks in front of itself, then behind itself.  
|floorbdesc=Kicks in front of itself, then behind itself.
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=10%
|floortdmg=10%
|floortdesc=Spins on the ground while kicking both sides, similarly to {{SSB4|Captain Falcon}}'s front floor attack.
|floortdesc=Spins on the ground while kicking both sides, similarly to {{SSB4|Captain Falcon}}'s front floor attack.
|edgename=&nbsp;  
|edgename=&nbsp;
|edgedmg=6%
|edgedmg=6%
|edgedesc=Performs a flip kick while climbing up onto the stage.
|edgedesc=Performs a flip kick while climbing up onto the stage.
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|fsname=Puff Up
|fsname=Puff Up
|fsdmg=17%
|fsdmg=17%
|fsdesc=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. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape, however it can be avoided by grabbing the ledge and dropping off it or simply air dodging just as Jigglypuff is about to say "Jiggly!".  
|fsdesc=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. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape, however it can be avoided by grabbing the ledge and dropping off it or simply air dodging just as Jigglypuff is about to say "Jiggly!".
}}
}}
===Stats===
{{Attributes
|cast = 58
|weight = 68
|rweight = 58
|dash = 1.4
|rdash = 42-46
|run = 1.155
|rrun = 57
|walk = 0.7
|rwalk = 58
|trac = 0.0718
|rtrac = 2
|airfric = 0.0375
|rairfric = 3
|air = 1.269
|rair = 2
|baseaccel = 0.05
|rbaseaccel = 1
|addaccel = 0.08
|raddaccel = 11-16
|gravity = 0.053088
|rgravity = 58
|fall = 0.98
|rfall = 58
|ff = 1.568
|rff = 58
|jumpsquat = 6
|rjumpsquat = 42-51
|jumpheight = 19.786329
|rjumpheight = 58
|shorthop = 11.260982
|rshorthop = 58
|djump = 24.82302388, 23.02210164, 19.62369296, 16.74676861, 14.09776771
|rdjump = 53
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Jigglypuff English Announcer SSB4-SSBU.wav|English
Jigglypuff Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
In the early metagame, it was widely considered that Jigglypuff was, at best, a mid-tier to low-tier character, and 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, with only a glitch that gave [[Rollout]] mindgame potential being fixed in update 1.0.4. As such, it was ranked 55th on the first ''4BR'' [[tier list]], making it the second lowest ranked character on the entire tier list.
Jigglypuff continued to languish near the bottom of the tier list, due to still being unchanged positively by game updates while other bottom-tier characters like Zelda and {{SSB4|Ganondorf}} have received numerous buffs. Despite {{Sm|LeeT}} placing 33rd at [[Shine 2016]] while exclusively using Jigglypuff for the tournament's entirety, it was nonetheless ranked 58th, placing it at the very bottom of the entire tier list. This has continued into the third tier list, with the only slight change to its tier status being its reassessment as a low-tier character due to the bottom-tier being abolished. Although some players felt that Jigglypuff has earned a slightly higher placement on the tier list due to having better results and representation than some characters ranked above it, Jigglypuff once again ranked dead last at 54th on the fourth and final tier list, even after the exclusion of Miis from the tier list.
It wouldn't be until 2018 that Jigglypuff would start seeing improvements in the metagame. {{Sm|Captain L}} started using Jigglypuff as a secondary alongside Pikachu and has gotten impressive placings such as 2nd at {{Trn|Arcane Tournaments 2018}}, 3rd at [[Flatiron 3]], and 25th at [[GENESIS 5]]. Captain L used Jigglypuff to defeat players such as {{Sm|John Numbers}}, {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|Strike}}, {{Sm|Blank|p=Florida}}, and {{Sm|Pandarian}}, and has also taken {{Sm|ESAM}} to game 5. Furthermore, {{Sm|Arika}} would make an impressive run at {{Trn|Umebura Smash 4 Final}} where he would defeat {{Sm|Masashi}} and {{Sm|takera}} en route to a 17th place finish, the highest placement for a solo Jigglypuff player at a national tournament. Although these results took advantage of the opponent's lack of matchup experience, they nevertheless were more impressive than the results of several other low and mid characters such as {{SSB4|Ganondorf}}, {{SSB4|Dr. Mario}}, {{SSB4|Kirby}}, {{SSB4|Robin}}, {{SSB4|Pit}}, {{SSB4|Yoshi}}, and {{SSB4|Dark Pit}}. Due to this, its position has become a point of debate; some smashers like {{Sm|Dabuz}}, {{Sm|Raito}}, and {{Sm|ESAM}} believe that Jigglypuff should be ranked higher while others claim that its weaknesses are too significant for it to be ranked any higher. Regardless, Jigglypuff is still considered to be one of the worst characters in the game and is considered nonviable throughout the game’s entire competitive lifespan.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
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|set10=1221
|set10=1221
}}
}}
===Most historically significant players===
===Most historically significant players===
<!--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 -->
<!--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 -->
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''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''


''See also: [[:Category:Jigglypuff professionals (SSB4)]]''
''See also: [[:Category:Jigglypuff players (SSB4)]]''


*{{Sm|Arika|Japan}} - One of the best Jigglypuff players in the world. Placed 17th at {{Trn|Umebura Smash 4 Final}} and 33rd at {{Trn|Umebura 32}} with wins over players such as {{Sm|Masashi}} and {{Sm|Kome}}.
*{{Sm|Arika|Japan}} - One of the best Jigglypuff players in the world. Placed 17th at {{Trn|Umebura Smash 4 Final}} and 33rd at {{Trn|Umebura 32}} with wins over players such as {{Sm|Masashi}} and {{Sm|Kome}}.
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*{{Sm|LeeT|USA}} - Formerly played Jigglypuff and was previously considered the best Jigglypuff player in the world. Placed 33rd at {{Trn|Shine 2016}} and 49th at {{Trn|CEO 2017}}.
*{{Sm|LeeT|USA}} - Formerly played Jigglypuff and was previously considered the best Jigglypuff player in the world. Placed 33rd at {{Trn|Shine 2016}} and 49th at {{Trn|CEO 2017}}.
*{{Sm|MASTER PUFFY|Mexico}} - The best Jigglypuff player in Mexico. Placed 13th at {{Trn|Smash Fest 3}} and 17th at {{Trn|ConComics April 2018}} with wins over players such as {{Sm|Richi}}, {{Sm|QROG}}, and {{Sm|Dano}}. Ranked 51st on the [[Mexican Power Rankings]].
*{{Sm|MASTER PUFFY|Mexico}} - The best Jigglypuff player in Mexico. Placed 13th at {{Trn|Smash Fest 3}} and 17th at {{Trn|ConComics April 2018}} with wins over players such as {{Sm|Richi}}, {{Sm|QROG}}, and {{Sm|Dano}}. Ranked 51st on the [[Mexican Power Rankings]].
===Tier placement and history===
In the early metagame, it was widely considered that Jigglypuff was, at best, a mid-tier to low-tier character, and 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, with only a glitch that gave [[Rollout]] mindgame potential being fixed in update 1.0.4. As such, it was ranked 55th on the first ''4BR'' [[tier list]], making it the second lowest ranked character on the entire tier list.
Jigglypuff continued to languish near the bottom of the tier list, due to still being unchanged positively by game updates while other bottom-tier characters like Zelda and {{SSB4|Ganondorf}} have received numerous buffs. Despite {{Sm|LeeT}} placing 33rd at [[Shine 2016]] while exclusively using Jigglypuff for the tournament's entirety, it was nonetheless ranked 58th, placing it at the very bottom of the entire tier list. This has continued into the third tier list, with the only slight change to its tier status being its reassessment as a low-tier character due to the bottom-tier being abolished. Although some players felt that Jigglypuff has earned a slightly higher placement on the tier list due to having better results and representation than some characters ranked above it, Jigglypuff once again ranked dead last at 55th on the fourth and current tier list, even after the exclusion of Miis from the tier list.
It wouldn't be until 2018 that Jigglypuff would start seeing improvements in the metagame. {{Sm|Captain L}} started using Jigglypuff as a secondary alongside Pikachu and has gotten impressive placings such as 2nd at {{Trn|Arcane Tournaments 2018}}, 3rd at [[Flatiron 3]], and 25th at [[GENESIS 5]]. Captain L used Jigglypuff to defeat players such as {{Sm|John Numbers}}, {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|Strike}}, {{Sm|Blank|p=Florida}}, and {{Sm|Pandarian}}, and has also taken {{Sm|ESAM}} to game 5. Furthermore, {{Sm|Arika}} would make an impressive run at {{Trn|Umebura Smash 4 Final}} where he would defeat {{Sm|Masashi}} and {{Sm|takera}} en route to a 17th place finish, the highest placement for a solo Jigglypuff player at a national tournament. Although these results took advantage of the opponent's lack of matchup experience, they nevertheless were more impressive than the results of several other low and mid characters such as {{SSB4|Ganondorf}}, {{SSB4|Dr. Mario}}, {{SSB4|Kirby}}, {{SSB4|Robin}}, {{SSB4|Pit}}, {{SSB4|Yoshi}}, and {{SSB4|Dark Pit}}. Due to this, its position has become a point of debate; some smashers like {{Sm|Dabuz}}, {{Sm|Raito}}, and {{Sm|ESAM}} believe that Jigglypuff should be ranked higher while others claim that its weaknesses are too significant for it to be ranked any higher. Regardless, Jigglypuff is still considered to be one of the worst characters in the game and is considered nonviable throughout the game’s entire competitive lifespan.


==[[Trophies]]==
==[[Trophies]]==
:'''Jigglypuff'''
{{Trophy/Fighter
::{{Flag|North America}} ''This Normal/Fairy-type Pokémon is best known for its soothing singing, which can put foes to sleep. In Smash Bros., it fights best in the air and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, most opponents could launch it in their sleep!''
|name=Jigglypuff
|image-3ds=JigglypuffTrophy3DS.png
|image-wiiu=JigglypuffTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=This Normal/Fairy-type Pokémon is best known for its soothing singing, which can put foes to sleep. In Smash Bros., it fights best in the air and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, most opponents could launch it in their sleep!
|desc-wiiu-ntsc=This Normal/Fairy-type Pokémon is best known for its soothing singing that can put foes to sleep. In Smash Bros., it fights best in the air and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, most opponents could launch it in their sleep!
|desc-pal=This Normal- and Fairy-type Pokémon is best known for its soothing singing, which quite often puts foes to sleep. In this game, Jigglypuff fights best in the air, and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, just about any opponent could launch it in their sleep!
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


::{{Flag|Pal}} ''This Normal- and Fairy-type Pokémon is best known for its soothing singing, which quite often puts foes to sleep. In this game, Jigglypuff fights best in the air, and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, just about any opponent could launch it in their sleep!''
{{Trophy/Fighter
|name=Jigglypuff (Alt.)
|image-3ds=JigglypuffAltTrophy3DS.png
|image-wiiu=JigglypuffAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Jigglypuff's down special Rest sends this Pokémon into a deep sleep that damages and launches any foe it's touching upon napping. They'll even take damage after being hit! It's a pretty challenging move to land, though, and it leaves Jigglypuff wide open to revenge. Be careful when you use it.
|desc-wiiu-ntsc=Jigglypuff's down special Rest sends this Pokémon into a deep sleep that damages and launches any foe it's touching upon napping. Foes will even take damage after being hit! It's a pretty challenging move to land, though, and it leaves Jigglypuff wide open to revenge. Be careful when you use it.
|desc-pal=When you use the Rest down special, you go into a deep sleep, as you'd expect. But if anyone is touching you when you do it, you'll inflict a lot of damage and launch them directly upwards. They even continue to take damage afterwards. It's not easy to pull off, though, and falling asleep leaves you open to attacks, so be careful.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
{{Trophy/Fighter
 
|name=Puff Up
:'''Jigglypuff (Alt.)'''
|image=PuffUpTrophyWiiU.png
::{{Flag|North America}} ''Jigglypuff's down special Rest sends this Pokémon into a deep sleep that damages and launches any foe it's touching upon napping. They'll even take damage after being hit! It's a pretty challenging move to land, though, and it leaves Jigglypuff wide open to revenge. Be careful when you use it.''
|desc-ntsc=When Jigglypuff uses its Final Smash, it starts to grow bigger. And bigger. And bigger! Before you know it, Jigglypuff will have completely taken over the screen—and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand! At near full size, Jigglypuff will damage and launch anyone it touches.
 
|desc-pal=It doesn't deal a lot of damage or launch opponents a long way. No, when Jigglypuff uses its Final Smash, it gets...bigger. And bigger. And bigger. Before you know it, Jigglypuff will have completely taken over the screen and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand!
::{{Flag|Pal}} ''When you use the Rest down special, you go into a deep sleep, as you'd expect. But if anyone is touching you when you do it, you'll inflict a lot of damage and launch them directly upwards. They even continue to take damage afterwards. It's not easy to pull off, though, and falling asleep leaves you open to attacks, so be careful.''
|game=ssb4-wiiu
 
}}
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
{{clrl}}
 
:'''Puff Up'''
::{{Flag|North America}} ''When Jigglypuff uses its Final Smash, it starts to grow bigger. And bigger. And bigger! Before you know it, Jigglypuff will have completely taken over the screen-and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand! At near full size, Jigglypuff will damage and launch anyone it touches.''
 
::{{Flag|Pal}} ''It doesn't deal a lot of damage or launch opponents a long way. No, when Jigglypuff uses its Final Smash, it gets...bigger. And bigger. And bigger. Before you know it, Jigglypuff will have completely taken over the screen - and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand!''
 
<center>
<gallery>
JigglypuffTrophy3DS.png|Classic (3DS)
JigglypuffAltTrophy3DS.png|Alt. (3DS)
JigglypuffTrophyWiiU.png|Classic (Wii U)
JigglypuffAltTrophyWiiU.png|Alt. (Wii U)
PuffUpTrophyWiiU.png|[[Puff Up]]
</gallery>
</center>


==In [[Event Match]]es==
==In [[Event Match]]es==
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<gallery>
<gallery>
Jigglypuff amiibo.png|Jigglypuff's [[amiibo]].
Jigglypuff amiibo.png|Jigglypuff's [[amiibo]].
Jigglypuff unlock notice SSB4-3DS.png|Jigglypuff's unlock notice in {{for3ds}}.
SSB4 - Jigglypuff screen-1.jpg|Using [[Sing]] on [[Pikachu_(SSB4)|Pikachu]] and [[Charizard_(SSB4)|Charizard]].
SSB4 - Jigglypuff screen-1.jpg|Using [[Sing]] on [[Pikachu_(SSB4)|Pikachu]] and [[Charizard_(SSB4)|Charizard]].
SSB4 - Jigglypuff screen-2.jpg|Using [[Rollout]] on [[Ness_(SSB4)|Ness]].
SSB4 - Jigglypuff screen-2.jpg|Using [[Rollout]] on [[Ness_(SSB4)|Ness]].
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==Trivia==
==Trivia==
[[File:JigglypuffArtworkRG.png|150px|thumb|right|Jigglypuff's original artwork from ''Pokémon Red'' and ''Green Versions''.]]
[[File:JigglypuffArtworkRG.png|150px|thumb|Jigglypuff's original artwork from ''Pokémon Red'' and ''Green Versions''.]]
*{{forwiiu}} is the only installment where Jigglypuff is a starter character. As a result, Jigglypuff had appeared in various official screenshots and videos (such as the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|October 2014 Wii U Direct]]) without acknowledgement before its official reveal.  
*{{forwiiu}} is the only installment where Jigglypuff is a starter character. As a result, Jigglypuff had appeared in various official screenshots and videos (such as the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|October 2014 Wii U Direct]]) without acknowledgement before its official reveal.
*{{for3ds}} is the only game where {{SSB4|Luigi}} and Jigglypuff do not have the same [[Unlockable character|availability]].
*Jigglypuff was the last character overall to be fully confirmed on the ''SSB4'' website before the initial release of {{forwiiu}} and, by extension, the last of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] to be announced.
*Jigglypuff was the last character overall to be fully confirmed on the ''SSB4'' website before the initial release of {{forwiiu}} and, by extension, the last of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] to be announced.
*Jigglypuff's official artwork pose is a mirrored version of its pose from its official artwork from ''Pokémon Red'' and ''Green Versions''. ''SSB4'' is also the first ''Super Smash Bros.'' game to not have Jigglypuff fully face the screen in its official art and is the first game to give Jigglypuff a new character artwork.
*Jigglypuff's official artwork pose is a mirrored version of its pose from its official artwork from ''Pokémon Red'' and ''Green Versions''. ''SSB4'' is also the first ''Super Smash Bros.'' game to not have Jigglypuff fully face the screen in its official art and is the first game to give Jigglypuff a new character artwork.
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