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Jigglypuff (SSB4): Difference between revisions

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(lol nevermind)
(→‎Attributes: Rewrote the section, since I picked up Jigglypuff again. I don't know exactly why I did so when I have Sonic, but still.)
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==Attributes==
==Attributes==
Jigglypuff is a character of the extremes. It has the second highest [[air speed]], one of the highest [[air acceleration]] values, the lowest [[falling speed]] and [[gravity]], but also the slowest [[Walk|walking speed]], the second slowest [[Dash|dashing speed]], and is the [[Weight|lightest]] character in the game. These traits enforce a focus on aerial combat, as while Jigglypuff's ground attacks are not particularly weak, it cannot easily put itself in a position to use them. Meanwhile, in the air, Jigglypuff can make liberal use of aerial attacks and [[air dodge]]s while weaving in and out of the opponent's reach.
Jigglypuff is a character of the extremes. It has the second highest [[traction]], the second highest [[air speed]], one of the highest [[air acceleration]] values, the lowest [[falling speed]] and the lowest [[gravity]]. These stats make Jigglypuff a slippery opponent in the air and give it easily controllable ground movement. However, it has the slowest [[walking speed]] and the second slowest [[dashing speed]], as well as the lowest [[weight]] and the weakest [[jump]]s. These make it unable to quickly traverse the stage on foot and susceptible to early KOs.


With its short reach and lack of a projectile, [[approach]]ing is difficult for Jigglypuff. In particular, it has a hard time getting past [[shield]]s without the aid of [[Pound]], as its slow dashing and falling speeds keep it from using its [[grab]] offensively. Its only approaching attack, the dash attack, is not safe enough to use, despite its high [[priority]] and power. To gain the upper hand in a fight, Jigglypuff must use its aerial mobility to [[space]] carefully and wait for an opening.
Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes, and in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide with an attack's final frames. Additionally, and with the exception of up aerial, all of its aerials have long melee [[range]]. These strengthen Jigglypuff's aerial [[approach]] and [[spacing]] capabilities even further, since it can zone opponents noncommittally. Finally, all of them have at least one area they excel. Neutral aerial is strong and can easily [[gimp]] recoveries, forward aerial is the main component of the very well-known [[wall of pain]], back aerial is one of the strongest of its kind and can KO reliably at 120%, up aerial spells trouble for any opponent that has issues dealing with [[juggling]], and down aerial can be used as a highly damaging [[out of shield]] or anti-juggling option.


Once it does get through the opponent's defense, however, Jigglypuff can begin using its effective aerials to rack up damage and hopefully carry the opponent offstage. Jigglypuff is a veritable [[edgeguard]]er; even a foe with low damage and a good [[recovery]] risks being carried to the [[blast line]] by a [[Wall of pain|chain of neutral, forward, and sometimes back aerials]]. Jigglypuff can also block recovery attempts with its long-lasting neutral aerial or aim for a deadly blow with its powerful back aerial, also its most reliable onstage KO move. The aforementioned neutral aerial can also be used for spacing due to the long-lasting hitbox.
Another advantage Jigglypuff has is its [[recovery]]. Its unmatched floatiness, high air speed and multiple jumps allow it to recover from practically anywhere. Its high 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. Its tremendous offstage presence is what makes Jigglypuff fearsome at edgeguarding. With proper spacing and good timing, Jigglypuff can gimp all but the farthest reaching of recoveries without being put at risk. Prime examples include {{SSB4|Ness}} and {{SSB4|Little Mac}}. With recoveries that lack both speed and resilience, their performance against Jigglypuff revolves around maintaining stage control at all times.


Opponents who keep their feet on the ground are not necessarily safe from dying early against Jigglypuff. A single unwise or predictable move is all Jigglypuff needs to see before it can swoop in and unleash [[Rest]], a swift and extremely powerful attack. If it should miss, however, Jigglypuff is left open for so long that it will almost certainly suffer a major punish (like a fully charged smash attack), often meaning death for such a frail character. However, there are ways to setup a Rest. Its jab can be used to catch Jigglypuff's opponent off guard, leaving them open long enough for it to swoop in and attack with Rest, almost guaranteeing a KO if the opponent is at high enough percentages. Effective use of Rest requires both quick wits and courage, and whether a single attempt succeeds or fails will often decide the outcome of the match.  
Finally, Jigglypuff has a trump card in [[Rest]], its signature move. Rest has very high knockback at all percentages, to the point where it can reliably KO any character at 70%. It hits on frame 2 with a [[flower]] effect and has full [[invincibility]] until frame 27. What makes this move even scarier is Jigglypuff's ability to true combo into the move. The easiest way to confirm one is with forward aerial. Hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high [[rage]]. Depending on the opponent's falling speed, a jump may be necessary to reach the opponent. 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 at low percentages due to the former's high knockback. This is mainly used to rack up at least 30%, since opponents get sent too far away after low percentages. Finally, retreating with down aerial can also work, but aside from being the hardest to perform, it is also the least likely to succeed. Other methods of safely using Rest involve [[crouching]], [[buffering]], a [[footstool jump]] or interrupting a neutral attack. Few characters, however, are vulnerable to these methods, and usually require impeccable timing.


As effective as Jigglypuff's offstage game may be, however, it has one significant flaw - Jigglypuff has no vertical recovery move. Thus, although it can easily drift back to safety if launched diagonally, it is reliant on its midair jumps and Pound to gain height, and should it find itself below the stage with no jumps remaining, it can only fall slowly to its doom. This makes it susceptible to being [[gimp]]ed by [[meteor smash]]es and even [[footstool jump]]s, especially if an edgeguarding attempt should go awry. Even disregarding this possibility, Jigglypuff's very light weight gives it a short life expectancy in general, and it even dies instantly if its [[shield]] is broken, though its aerial prowess means it doesn't need to rely on its shield. One thing Jigglypuff does have going for it defensively is that it is difficult to [[combo]]; its combination of small size, light weight and slow falling speed allows it to escape followups that would be guaranteed against any other fighter, as well as slip out of multi-hit attacks with relative ease. Still, this does not make up for its fragility.
However, Jigglypuff is held back by three serious weaknesses. The most detrimental is its survivability. Jigglypuff's stats result in it having the shortest endurance in the game. As a result, it can be knocked out at 40% with a sufficiently strong attack. Unlike in ''[[Melee]]'', Jigglypuff is unable to use its floatiness defensively outside of [[SDI]]. The introduction of rage is an additional burden, since opponents can send it flying even earlier. These drawbacks force Jigglypuff to play 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 fatal punishes it would normally receive are replaced by a guaranteed KO that can only be stopped by a ceiling.


Jigglypuff also has many other flaws. While its aerial moveset is one of the best in the game, its grounded moveset is terrible, having many grounded moves with notable startup and ending lag, and most of them having limited utility. Its special moves outside of Rest and Pound are of little use; Rollout is a highly telegraphed attack that can be easily interrupted with a stronger move or simply avoided, and while it can be used in midair to recover, hitting an opponent offstage will result in Jigglypuff falling below the blast line. [[Sing]] is also an underwhelming move, as while it can put the opponent to sleep to give Jigglypuff a free shot with powerful attacks (most notably Rest), it is easy to avoid due to its low range, long intervals between hitboxes and inability to affect aerial opponents, and its long duration makes it easily punishable. Its grab game is lacking, as its grab has low range and although its throws are among the most damaging in the game, they have limited utility. Jigglypuff lacks a reliable combo throw, and its KO throw has very low knockback growth (requiring the use of platforms to KO at reasonable percentages).
Furthermore, Jigglypuff has a problematic ground game. While all of its ground moves are fast in proportion to their power, its crippling lack of range and slow ground approach prevent it from racking up large amounts of damage with only a few moves. This is further worsened when considering the utility of its grounded attacks. Neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a [[semi-spike]] with high base knockback. Forward smash has incredibly high knockback scaling (surpassing even {{SSB4|Meta Knight}}'s) and down smash has intangibility and the lowest launch angle of any other conventional semi-spike. Its grab game also has similar issues. While Jigglypuff has some of the fastest grabs in the game and the second most damaging set of throws (tied with {{SSB4|Ganondorf}} and losing only to {{SSB4|Bowser}}), the former have very short range and the latter lack any follow-up or KO capabilities.


Jigglypuff also has one of (if not the) worst sets of custom moves as none of them improve on the areas that Jigglypuff suffers with the most such customs include Wakie Wakie and Spinphony (The latter usually considered ''the'' worst custom in the game), although some do have their uses (most notably Relentless Rollout and Pound Blitz, which improve its already good recovery). Rising Rest can also be comboed into from either Pound Blitz or an up throw. It's surprisingly quick and its hurtbox lasts a spit-second while falling, but it's risky as Jigglypuff sleeps longer than the normal Rest.
Lastly, Jigglypuff has a half-useless special moveset. Outside of Pound's high [[shield damage]] and afrorementioned uses, its other special moves all have major flaws. [[Rollout]] is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and immobilises Jigglypuff even after a successful hit. [[Sing]] has awkward timing, little range and does not work on aerial opponents. Its [[sleep]] effect can also be shortened with [[button mashing]], reducing its otherwise devastating consequences. The aforementioned Rest also has the slowest [[interruptibility]] in the game and allows Jigglypuff to move only after frame 230. As a result, Jigglypuff has no reliable recovery move, instead relying on its remaining jumps and Pound to recover.


Overall, Jigglypuff is a high-risk, high-reward character, capable of ending matches in a flash yet prone to losing just as quickly. Jigglypuff requires precision, good reads, and strong usage of its aerial moves to use effectively. Perhaps due to being overly reliant on punishing opponents' mistakes, it does not see much representation in [[tournament]]s and has not achieved notable results to speak of in singles. It does however fare somewhat better in team battles, to which its abilities are well-suited. It is something of a debate as to whether Jigglypuff is actually the worst character in the game, with some players believing that it has hidden potential, and if played enough, could be low- to lower-mid-tier. In the end, Jigglypuff's final placement will be decided by the results of its dedicated players.
Jigglypuff is commonly considered the character that benefits the least from customs (along with {{SSB4|Zero Suit Samus}} and {{SSB4|King Dedede}}). Only three of its moves have utility that overall surpasses that of the originals. Relentless Rollout has much less power, but is much faster, hits multiple times and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Hyper Voice is better for protecting Jigglypuff, since it deals realistic knockback and works in the air. All of its other moves are disregarded in favour of the originals, due to their infamously low utility.
 
Overall, Jigglypuff can rack up damage quickly and KO opponents even faster, but can be ended just as quickly. As a result of its risky playstyle, it has notoriously low tournament representation and scarce singles results. It should be noted, however, that Jigglypuff is a force to be reckoned with in [[doubles]]. Its combination of evasiveness and strength are well-suited to this environment, as a teammate's attacks can give Jigglypuff many new options.


==Changes from ''Brawl''==
==Changes from ''Brawl''==

Revision as of 07:24, April 7, 2016

This article is about Jigglypuff's appearance in Super Smash Bros. 4. For the character in other contexts, see Jigglypuff.
Jigglypuff
in Super Smash Bros. 4
Jigglypuff
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in SSB
in Melee
in Brawl
Availability Unlockable (3DS)
Starter (Wii U)
Final Smash Puff Up
Tier J (55)
Jigglypuff's stock icon in Super Smash Bros. for Wii U.

Jigglypuff (プリン, Purin) is a playable character in Super Smash Bros. 4. It was formally added to the official website on November 5th, 2014, though the launch of the 3DS version in Japan two months prior meant that it was already known to be in the game. It was also seen several times during the Super Smash Bros. for Wii U: 50-Fact Extravaganza. Jigglypuff is once again voiced by Rachael Lillis (English) and Mika Kanai (Japanese) with the same voice clips from earlier installments. As in previous games, it also has different voice actresses in French and German due to name changes.

Jigglypuff ranks at 55th out of 56 characters on the tier list in J-tier, the second worst placement out of the cast and a slight drop from its already abysmal placement at 36th out of 38 characters in Brawl, previously third worst. Jigglypuff retains a strong air game, as it has nearly unrivaled aerial mobility along with multiple midair jumps and fast, long-duration aerial attacks, giving it good juggling ability. All these attributes facilitate a strong edge-guarding ability, for it can perform its signature Wall of Pain technique, and it has a potent finisher in its back aerial. Additionally, Jigglypuff's signature Rest attack has received some of the killing power that it greatly lost in Brawl. However, its weaknesses from the previous Smash titles remain. Jigglypuff suffers from a terrible ground game, due to its slow mobility, short reach, and a lackluster grab game with no grab combos to speak of. Jigglypuff also has severe issues KOing, with laggy finishers and Rest being very difficult to land without a hard read. Its endurance is unarguably the worst, as it is extremely floaty and has the lightest weight in the game, which is exacerbated by the new rage mechanic and weaker shields, the latter of which exploits its unusual shield jump. Overall, Jigglypuff's weaknesses drastically outweigh its strengths, and has seemingly not improved from Brawl, a fact that is made worse considering the vast amount of buffs that the majority of the returning veterans have received, resulting in Jigglypuff having extremely poor tournament representation and results.

How to unlock

Complete one of the following:

  • Collect 30 different equipment items.
  • Play 120 VS Matches.

Jigglypuff must then be defeated on Unova Pokémon League.

Jigglypuff does not need to be unlocked in the Wii U version.

Attributes

Jigglypuff is a character of the extremes. It has the second highest traction, the second highest air speed, one of the highest air acceleration values, the lowest falling speed and the lowest gravity. These stats make Jigglypuff a slippery opponent in the air and give it easily controllable ground movement. However, it has the slowest walking speed and the second slowest dashing speed, as well as the lowest weight and the weakest jumps. These make it unable to quickly traverse the stage on foot and susceptible to early KOs.

Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes, and in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide with an attack's final frames. Additionally, and with the exception of up aerial, all of its aerials have long melee range. These strengthen Jigglypuff's aerial approach and spacing capabilities even further, since it can zone opponents noncommittally. Finally, all of them have at least one area they excel. Neutral aerial is strong and can easily gimp recoveries, forward aerial is the main component of the very well-known wall of pain, back aerial is one of the strongest of its kind and can KO reliably at 120%, up aerial spells trouble for any opponent that has issues dealing with juggling, and down aerial can be used as a highly damaging out of shield or anti-juggling option.

Another advantage Jigglypuff has is its recovery. Its unmatched floatiness, high air speed and multiple jumps allow it to recover from practically anywhere. Its high 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. Its tremendous offstage presence is what makes Jigglypuff fearsome at edgeguarding. With proper spacing and good timing, Jigglypuff can gimp all but the farthest reaching of recoveries without being put at risk. Prime examples include Ness and Little Mac. With recoveries that lack both speed and resilience, their performance against Jigglypuff revolves around maintaining stage control at all times.

Finally, Jigglypuff has a trump card in Rest, its signature move. Rest has very high knockback at all percentages, to the point where it can reliably KO any character at 70%. It hits on frame 2 with a flower effect and has full invincibility until frame 27. What makes this move even scarier is Jigglypuff's ability to true combo into the move. The easiest way to confirm one is with forward aerial. Hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high rage. Depending on the opponent's falling speed, a jump may be necessary to reach the opponent. 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 at low percentages due to the former's high knockback. This is mainly used to rack up at least 30%, since opponents get sent too far away after low percentages. Finally, retreating with down aerial can also work, but aside from being the hardest to perform, it is also the least likely to succeed. Other methods of safely using Rest involve crouching, buffering, a footstool jump or interrupting a neutral attack. Few characters, however, are vulnerable to these methods, and usually require impeccable timing.

However, Jigglypuff is held back by three serious weaknesses. The most detrimental is its survivability. Jigglypuff's stats result in it having the shortest endurance in the game. As a result, it can be knocked out at 40% with a sufficiently strong attack. Unlike in Melee, Jigglypuff is unable to use its floatiness defensively outside of SDI. The introduction of rage is an additional burden, since opponents can send it flying even earlier. These drawbacks force Jigglypuff to play 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 fatal punishes it would normally receive are replaced by a guaranteed KO that can only be stopped by a ceiling.

Furthermore, Jigglypuff has a problematic ground game. While all of its ground moves are fast in proportion to their power, its crippling lack of range and slow ground approach prevent it from racking up large amounts of damage with only a few moves. This is further worsened when considering the utility of its grounded attacks. Neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a semi-spike with high base knockback. Forward smash has incredibly high knockback scaling (surpassing even Meta Knight's) and 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 losing only to Bowser), the former have very short range and the latter lack any follow-up or KO capabilities.

Lastly, Jigglypuff has a half-useless special moveset. Outside of Pound's high shield damage and afrorementioned uses, its other special moves all have major flaws. Rollout is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and immobilises Jigglypuff even after a successful hit. Sing has awkward timing, little range and does not work on aerial opponents. Its sleep effect can also be shortened with button mashing, reducing its otherwise devastating consequences. The aforementioned Rest also has the slowest interruptibility in the game and allows Jigglypuff to move only after frame 230. As a result, Jigglypuff has no reliable recovery move, instead relying on its remaining jumps and Pound to recover.

Jigglypuff is commonly considered the character that benefits the least from customs (along with Zero Suit Samus and King Dedede). Only three of its moves have utility that overall surpasses that of the originals. Relentless Rollout has much less power, but is much faster, hits multiple times and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Hyper Voice is better for protecting Jigglypuff, since it deals realistic knockback and works in the air. All of its other moves are disregarded in favour of the originals, due to their infamously low utility.

Overall, Jigglypuff can rack up damage quickly and KO opponents even faster, but can be ended just as quickly. As a result of its risky playstyle, it has notoriously low tournament representation and scarce singles results. It should be noted, however, that Jigglypuff is a force to be reckoned with in doubles. Its combination of evasiveness and strength are well-suited to this environment, as a teammate's attacks can give Jigglypuff many new options.

Changes from Brawl

Despite being the third worst character in Brawl, Jigglypuff has received a mix of buffs and nerfs in the transition from Brawl to SSB4, both directly and indirectly, but since none of its major flaws were addressed, it seems to have been nerfed overall.

Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of edge-hogging gives it a much harder time edge-guarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as Pound grants less momentum. The addition of rage exacerbates its poor endurance, and it usually cannot survive long enough to make effective use of the mechanic, most notably with Rest, which had regained some of the power that it lost in Brawl. The changes to shield mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a much greater liability than in past games. Jigglypuff, however, benefits from the removal of hitstun cancelling, as it is now able to perform true combos with its aerials again, but on the other hand, Jigglypuff's air game was nerfed, which makes up for that buff: its up aerial, down aerial, and especially back aerial are slower, with the latter having significantly increased ending and landing lag. Down aerial no longer auto-cancels in a short-hop, negating its use as an approach option. Jigglyuff has also lost the ability to perform two aerials in a short-hop. Lastly, its already abysmal ground game was weakened further, as its smash attacks deal less damage and knockback. Its KOing ability is thus noticeably worse, and even with the changes to hitstun, it still has difficulty landing Rest.

However, Jigglypuff also received some buffs: most notably, and as mentioned above, Rest has regained most of its lost power from Brawl, and scales well with rage. Its back aerial has been buffed to KO at realistic percentages, at the cost of losing some of its speed. Also, its dash attack is now able to block weak attacks, giving it a new approach tactic and more tools to deal with projectiles. These changes, however, do not compensate for the nerfs it received. As such, Jigglypuff is arguably even worse than its appearance in Brawl, as none of its critical issues have been resolved and its few strengths in Brawl, its air game and edge-guarding ability, have been nerfed. Due to this, its representation and results in tournament play are still terrible; its tier position remains unchanged from Brawl, but with Ganondorf now rising past Jigglypuff, it has dropped from third lowest to second lowest. However, some players like FOW believe Jigglypuff, rather than Zelda, is the worst character in the game, as Zelda has at least seen rare use by Nairo and ven and was significantly buffed in update 1.1.5 while Jigglypuff was not.

Aesthetics

  • Change Its appearance, much like the other returning playable Pokémon, has been updated to match recent appearances, notably Pokémon X and Pokémon Y. It is, like most other characters, more expressive than in previous iterations. It has brighter, more cyan colored eyes, which are also much smaller than in previous iterations and farther apart from each other, and a wider, higher-positioned mouth.
  • Change Jigglypuff's mouth is now closed and smiling, instead of being open as in previous games.

Attributes

  • Nerf Shields in Smash 4 have less health and now take full damage from an attack unlike in previous iterations which reduced damage by 30%, and since patch 1.1.1, shieldstun was increased, making shields notably more fragile than in Brawl. This hurts Jigglypuff as it possess a unique shield jump that instantly ceiling KO's it. As a result, shielding is now much riskier for Jigglypuff, especially against fighters who possess attacks with bonus shield damage (examples being Ryu, Donkey Kong, Ganondorf, Bowser, or Marth).
  • Buff Jigglypuff benefits from the removal of hitstun cancelling, as it allows to combo its opponents better, much like in Melee.
  • Buff Like Kirby and Mr. Game and Watch, Jigglypuff also benefits from the universal size changes of all characters. It can now crouch under many more moves than it could before, which helps its defensive and punish game.
  • Nerf The removal of edge-hogging and introduction of edge-trumping weakens Jigglypuff's edgeguarding game.
  • Nerf Jigglypuff has a lower short hop which prevents it from performing 2 forward aerials or 2 back aerials in a short hop.
  • Buff Jigglypuff dashes slightly faster (1.1 → 1.155).

Ground attacks

  • Buff Neutral attack links together reliably due to its new vertical trajectory.
  • Nerf Neutral attack can no longer jab reset, removing Jigglypuff's most reliable way to safely set up Rest or a charged smash from a missed tech. The second hit also has increased cool down (IASA frame 17 → 20).
  • Buff Dash attack can now block very low damage projectiles, making it safer as an approach option.
  • Buff Down smash has reduced cool down (IASA frame 53 → 49).
  • Buff Up smash has moderately reduced cool down (IASA frame 54 → 46).
  • Nerf Damage reductions on forward smash (16/13% 15/12%), up smash (15/13% → 14/12%) and down smash (12% → 11%). However, only forward smash's knockback growth was compensated (103 → 115) while up smash and down smash were not properly compensated (up smash 100 → 105, down smash 66 → 69) and are weaker than in Brawl as a result.
  • Nerf The removal of DACUS slightly worsens its slow ground game and makes its up smash more situational.

Aerial attacks

  • Buff Neutral aerial deals 1% more damage (10% → 11%) with significantly improved knockback (20 base/90 growth → 30 base/100 growth).
  • Nerf Forward aerial deals 3% less damage (12% → 9%) with reduced knockback growth (108 → 98) which removes most of its KO power.
  • Buff Forward aerial's reduced knockback makes it a better combo move akin to Melee.
  • Buff Up aerial has added vertical reach and increased active frames (9 → 13 frames).
  • Nerf Up aerial has increased start up (8 → 9 frames) and moderately increased cool down (IASA 37 → 45).
  • Buff Back aerial deals 1% more damage (12% → 13%) and has drastically increased knockback when hit with its sweetspot (10 base/90 growth → 30 base/120 growth).
  • Nerf Back aerial has increased start-up (8 → 12 frames), reduced active frames (4 → 2 frames), moderately increased cool down (IASA 33 → 40), a worse auto-cancel window (frame 23 → 28) and increased landing lag (15 → 18 frames). This drastically hurts its utility as a safe spacing move and a Wall of Pain.
  • Buff Down aerial is harder to SDI out of.
  • Nerf Down aerial deals less damage (16% → 14%), has increased start-up (frame 5 → 7) and no longer auto-cancels in a short hop.
  • Change Down aerial now knocks the opponent back, which gives Jigglypuff some new follow-up options and a new edgeguarding tool but removes some previous follow-up options to compensate.

Throws/other attacks

  • Buff Reduced cool down on standing grab (IASA 30 → 27), dash grab (IASA 40 → 33) and pivot grab (IASA 36 → 32).
  • Buff Reduced start-up on dash grab (grab frames 10-11 → 8-9) and pivot grab (grab frames 10-11 → 9-10).
  • Buff Pummel comes out faster and deals 0.1% more damage (3% → 3.1%).
  • Change Jigglypuff now uses its other arm to pummel, instead of its hair curl.
  • Nerf Down throw now consists of a single hit instead of two hits. As such, it deals significantly increased knockback, weakening its possible followups.
  • Buff Both floor attacks deal 1% more damage (6% → 7%).

Special moves

  • Buff Rollout travels faster and deals more damage when travelling along slopes, such as in Green Hill Zone and Corneria. It can also bypass certain counter moves.
  • Nerf Rollout deals much less damage and knockback. Jigglypuff can no longer move in midair after striking an opponent, weakening its recovery potential.
  • Buff Pound benefits from the weaker shields in Smash 4, as it deals significant shield damage (11% + 20% bonus shield damage). It is capable of breaking a shield that is below 70% of its health.
  • Nerf Pound's reduced momentum weakens its horizontal recovery capabilities.
  • Buff Rest deals 5% more damage (15% → 20%) which greatly increases its knockback despite lower knockback growth (75 → 66). It additionally has a larger hitbox (2.6 → 3.4 units) and reduced cool down (IASA 250 → 230), improving its utility.
  • Nerf The implementation of Blast KOs from the upper blast line makes Rest less safe as a finishing move, possibly allowing the opponent to respawn quickly and providing a chance to punish.
    • Buff Conversely, the lengthening of Screen KOs hinders an opponent's chance to punish Jigglypuff, as they are just as long as Star KOs.
  • Buff Puff Up increases Jigglypuff's size significantly to where most stages are entirely covered, significantly increasing its reach.
  • Nerf Puff Up deals 1% less damage (18% → 17%) upon contact.
  • Change Puff Up now has a solitary hitbox once Jigglypuff reaches its maximum size and roars, rather than using multiple hitboxes during the shrink that occurs following the roar. This new damaging hitbox causes reasonable knockback (dependent on foe damage) at a Sakurai angle rather than simply hurling the foe away with a windbox (dependent on proximity to Jigglypuff's center mass). With the shrink hitboxes removed, Jigglypuff cannot chain hits against foes trapped against a wall for massive damage and mounting knockback.
  • Change Puff Up also now makes the stage shake. Additionally, Jigglypuff's eyes now continue to glow yellow from the Final Smash effect when performing Puff Up.

Update history

Despite its numerous flaws, Jigglypuff has not directly been changed in updates so far. The changes to shield mechanics in 1.1.0 and 1.1.1 (hitlag modifiers now applying in shields and the increase in shieldstun) have made Jigglypuff more susceptible to being instantly KOed by having its shield broken, and as such, Jigglypuff is significantly frailer than in previous iterations. However, it also makes Jigglypuff's attacks slightly safer on shield (most notably back aerial) and benefits Pound's shield damaging capabilities, improving its limited approach options.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Bug fix Instant reversal Rollout glitch has been removed.

Moveset

  Name Damage Description
Neutral attack   3% Two very quick, yet extremely short ranged slaps. Can act as a pseudo-jab cancel into certain moves, particularly Pound, a grab or another jab.
3%
Forward tilt   10% Spins once while kicking. Short ranged.
Up tilt   9% Lifts its foot behind it, attacking upward. Surprisingly powerful, it can KO at 140%, although it won't hit opponents in front of Jigglypuff, and has some start-up.
Down tilt   10% Ducks down and sticks its foot out. Good for setting up edgeguards.
Dash attack   12% Dives forwards. Decently quick with good knockback for a dash attack, although Jigglypuff's slow dashing speed somewhat limits its utility. Good KO move near the ledge, usually starting at 130%. Its hitbox blocks opposing attacks.
Forward smash   15% (clean), 12% (late) Slides forward while keeping foot stuck out. Powerful, but has considerable ending lag. Begins to KO at 90%.
Up smash   14% (clean), 12% (late) Headbutts upward. Most effective if the foe is behind Jigglypuff. Begins to KO at 130%.
Down smash   11% Puffs downward, kicking to both sides. Jigglypuff spins while charging the attack. It is a semi-spike, but difficult to connect with. Pushes opponents quite far.
Neutral aerial   11% (clean), 6% (late) Sticks foot out, shrinking in on itself a little. A sex kick with a long-lasting sourspot. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted. Commonly used to block opponents from the ledge, or to end a Wall of Pain.
Forward aerial   9% (sweetspot), 6% (sourspot) Dropkicks forward. Somewhat weak knockback, but good for spacing and can be used for a Wall of Pain. Has a lingering sourspot, though not as long-lasting as neutral aerial's.
Back aerial   13% Spins once backward and kicks. Jigglypuff's slowest aerial, and unlike the others it lacks a lingering hitbox, but it has strong knockback while still being reasonably quick, making it a potent finisher. KOs from center stage at 120%.
Up aerial   9% Waves upward. Very short range, but the hitbox lingers without losing strength. Good for juggling and sharking.
Down aerial   14% if all hits connect A spinning drill kick. Good out of shield option and somewhat effective as an anti-juggling tool, but it is unsafe to land with, as its landing lag is punishable even on hit.
Grab   Hooks opponent. Low range.
Pummel   3% Slaps opponent. A bit slow, but also a powerful pummel for its speed. One of the best pummels in the game.
Forward throw   10% Puffs once, hitting opponent forward. Low knockback, but has low ending lag.
Back throw   10% Back suplexes opponent. Decent knockback and good for putting opponents off the ledge to edgeguard with its aerials.
Up throw   10% Spins once and sends opponent up. Decent finisher, especially during the effects of rage, though it requires the use of stages with platforms to net a KO.
Down throw   10% Rolls back and forth on its opponent, send them straight up. Can be followed up with up air, but its high base knockback can make it difficult to properly get the followup.
Floor attack (front)   7% Spins legs around while getting up, kicking in front and behind it.
Floor attack (back)   7% Kicks in front of it, then behind it.
Floor attack (trip)   10% Spins on the ground while kicking both sides, similar to Captain Falcon's frontal floor attack.
Edge attack   6% Does a flip kick onto the stage.
Neutral special Default Rollout 14% fully charged Jigglypuff rolls forward to attack, similar to Yoshi's Egg Roll. 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. Hitting a non-shielding foe will cause Jigglypuff to rebound, unable to do anything else until landing or hit by something. This makes Rollout dangerous to use off-stage, or at an edge, since the rebound will cause Jigglypuff to spin helplessly down to the bottom blast line.
Custom 1 Relentless Rollout 1-2% (loop) This Rollout charges up much quicker, and travels faster and farther. The move doesn't end if it hits someone, instead rolling through them and dealing 1% or 2% of damage at max charge for every time it makes contact. Much better for recovery than the default version.
Custom 2 Raging Rollout 16% The charge time is nearly twice that of the normal version, but Jigglypuff rolls faster and deals more knockback. This attack is also unblockable High endlag and meager horizontal distance make this custom move unsuited for recovery. Jigglypuff also cannot turn around.
Side special Default Pound 11% Jigglypuff punches forward, causing moderate knockback. The punch's momentum also sends Jigglypuff sideways, making it one of the two special moves it can use to recover. It also does a high amount of shield damage and has a surprisingly big and long-lasting hitbox.
Custom 1 Sideways Pound 7% In exchange for recovery and damage, this Pound's knockback sends the foe on a semi-spike trajectory.
Custom 2 Pound Blitz 9% Jigglypuff's slap hits the foe multiple times, granting it more power, shield damage, and recovery momentum. However, it has slightly less damage and much greater endlag.
Up special Default Sing 0% Jigglypuff sings its trademark song, putting nearby opponents to sleep. The more damage they have taken, the longer they'll slumber, making them susceptible to free shots (like smash attacks or Rest). However, the song is short-ranged and makes Jigglypuff itself vulnerable to free shots as well. It does not travel any vertical distance. Because of this, Sing is almost never used in competitive play.
Custom 1 Hyper Voice 3% (first and second sound waves), 5% (third sound wave) Jigglypuff uses a louder voice while singing, inflicting damage on foes in lieu of putting them to sleep. The first sound wave causes enemies to flinch, the second does not, and the third has the most range as well as decent knockback. Slower than Sing.
Custom 2 Spinphony 1% (second sound wave), 2% (third sound wave) Startup and execution is extremely slow, but Jigglypuff sings a song that has the power to flip opponents, similar to Mario's Cape, but it only flips them if they're facing Jigglypuff. Does damage like Hyper Voice, but is much weaker, with the first sound wave doing no damage at all. Not good for edge-guarding, because it makes the foe flinch, allowing them to use a second recovery move.
Down special Default Rest 20% (hit), 36% from the flower effect Falls asleep. Launches opponents upwards if timed properly and used at point-blank range. The move has almost no startup lag (1 frame) and catastrophic vertical knockback if landed (KO'ing at 60%), and puts a flower on the victim's head. If Rest misses, it has dire consequences: Jigglypuff is left completely open for roughly 5 seconds, which is more than enough time for the opponent to launch a devastating counterattack. It still has a chance to be punished if the opponent is Blast KOed at the upper blast line rather than Star KOed or Screen KOed, though they must be quick. Jigglypuff gains invincibility for a few frames when the move is used (before its eyes close) which can initially prevent counterattacks from hitting Jigglypuff, though this really isn't all that useful considering the move's extreme ending lag.
Custom 1 Leaping Rest 11% Jigglypuff jumps into the air while falling asleep. It has less strength than normal, but has quicker startup and can still reliably score KO's. Since Jigglypuff is sleeping, it cannot grab ledges while jumping, making it an ineffective recovery as with the normal Rest.
Custom 2 Wakie Wakie 14-15%, 5% self-inflicted damage Jigglypuff pushes back opponents while sleeping, and creates an explosion upon waking up. The move loses its tremendously powerful (but tiny) hitbox at the start and inflicts 5% recoil damage, but Jigglypuff takes a shorter nap and the explosion inflicts 14-15% fire damage.
Final Smash Puff Up 17% Jigglypuff rapidly swells up to a gargantuan size, and sends all foes near it flying away horizontally with a mighty "JIGGLY!!!" before quickly deflating back to normal size. Jigglypuff's size is so great when inflating, its body completely takes up smaller stages and some medium sized ones, making the Final Smash nearly inescapable.

On-screen appearance

  • Emerges from a Poké Ball.
JigglypuffOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Happily spins in place on one foot then looks and winks at the camera inflated, all while crying "Jigglypuff!" (プリプリーン!). This is its taunt since Melee.
  • Side taunt: Twirls around then poses while looking away at the opposite side it is facing, then blinks twice in a cute fashion.
  • Down taunt: Deflates and falls to the ground, flattened, then quickly inflates up again. This taunt is similar to its fainting animation in home-console Pokémon games like Pokémon Battle Revolution.
Up taunt Side taunt Down taunt
Jigglypuff's up taunt in Smash 4 Jigglypuff's side taunt in Smash 4 Jigglypuff's down taunt in Smash 4

Idle Poses

  • Looks at its side while jumping.
Jigglypuff's idle pose in Super Smash Bros. for Wii U.

Crowd cheer

English Japanese
Cheer
Description Jigglypuff! Pur-in!
Pitch Group chant Female

Victory poses

A small excerpt of the Pokémon Red / Blue title theme.
  • Jumps twice, then does a backflip and looks towards the screen.
  • Shivers and suddenly jumps up, rolling back and forth on its back.
  • Sleeps and then suddenly wakes up. It continues to drift off to sleep and wake up groggily.
JigglypuffPose1WiiU.gif JigglypuffPose2WiiU.gif JigglypuffPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Jigglypuff's stock icon in Super Smash Bros. for Wii U. Jigglypuff 1121 1122 1321 1322 2121
2122 2321 2322 3121 1221

Notable players

Active

Inactive

Trophies

Jigglypuff
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!
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!
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
3DS: Pokémon X and Pokémon Y (10/2013)
Jigglypuff (Alt.)
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.
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 Boy: Pokémon Red and Pokémon Blue (09/1998)
3DS: Pokémon X and Pokémon Y (10/2013)
Puff Up
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.
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!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Jigglypuff Palette (SSB4).png
Jigglypuff's stock icon in Super Smash Bros. for Wii U. JigglypuffHeadRedSSB4-U.png JigglypuffHeadWhiteSSB4-U.png JigglypuffHeadBlueSSB4-U.png JigglypuffHeadGreenSSB4-U.png JigglypuffHeadPinkSSB4-U.png JigglypuffHeadNurseSSB4-U.png JigglypuffHeadGlassesSSB4-U.png

Gallery

Trivia

Jigglypuff's original artwork from Pokémon Red & Green versions.
Jigglypuff's original artwork from Pokémon Red and Green.
  • Super Smash Bros. for Wii U is the first Smash game where Jigglypuff is a starter character. As a result, Jigglypuff had appeared in various official screenshots and videos without acknowledgement (such as the October 2014 Wii U Direct) before its official reveal.
  • Jigglypuff was the last character overall to be fully confirmed on the Smash 4 website before the initial release of the Wii U version and the last of the "Original 12" to be announced.
  • Jigglypuff's official artwork pose is a mirrored version of its pose from its official artwork from Pokémon Red and Green. Super Smash Bros. 4 is also the only Smash Bros. game to not have Jigglypuff fully face the screen in its official art.
  • While Jigglypuff's textures are completely unique in Super Smash Bros. for Nintendo 3DS, the actual 3D model is extremely similar to the model used in Pokémon X and Y.[1]
  • While most Fighter trophies are sorted by debut appearance, and then by unlock-ability within the type sorting, Jigglypuff is different in that it is sandwiched between the Brawl characters and the Smash 4 characters in the list.
  • If done with the correct timing, Jigglypuff can avoid damage with its down taunt. Also, if its down taunt is used next to a cannon in the stage builder, Jigglypuff will be launched by said cannon.
  • Jigglypuff is the only starter character in Super Smash Bros. for Wii U who has a challenge exclusive to it that cannot be unlocked with a Golden Hammer.
  • Jigglypuff, Captain Falcon, and Yoshi are the only characters who have voice clips that are used in all five Super Smash Bros. installments.
    • Jigglypuff is also the only non-DLC character in the American/PAL versions of SSB4 to have only one blastline KO voice clip.
  • Ness and Jigglypuff are the only "Original 12" characters to not appear in any newcomer poster art.
  • Jigglypuff's mouth will randomly shift between its "open" and "closed" animations when asleep. However, this is only an aesthetic bug with no gameplay issues.

References