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(Cleaned up a few mistakes in regards to her gameplay (Dair not being useful for edgeguarding, her slow falling speed making her easy to juggle, multiple characters have a guaranteed grab release combo, not just Yoshi, etc...))
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'''Jigglypuff''', known in Japan as '''Purin''' ({{ja|プリン}}, ''Purin''), is a character in ''[[Super Smash Bros. Brawl]]''. Jigglypuff visually appears unchanged from past Smash Bros. games, though has suffered a large [[nerf]] from ''Super Smash Bros. Melee'' to ''Super Smash Bros. Brawl''.
'''Jigglypuff''', known in Japan as '''Purin''' ({{ja|プリン}}, ''Purin''), is a character in ''[[Super Smash Bros. Brawl]]''. Jigglypuff visually appears unchanged from past Smash Bros. games, though has suffered a large [[nerf]] from ''Super Smash Bros. Melee'' to ''Super Smash Bros. Brawl''.


It is 36th on the current ''Super Smash Bros. Brawl'' tier list due to several factors. The main such factor is its cripplingly reduced speed from ''Melee'', in addition to its nerfed finishers such as Rest, which instead of KOing under 25% like it did in ''Melee'', it doesn't reliably KO until around 75%, and the reduced hitstun in ''Brawl'', meaning that it can no longer combo as easily as before and making it more difficult to rack up damage. Such factors combine to result in generally poor match-ups in spite of its incredible air mobility and strong edge guarding game.
It is 36th on the current ''Super Smash Bros. Brawl'' tier list due to several factors. The main such factor is its cripplingly reduced speed from ''Melee'', in addition to its nerfed finishers such as Rest, which instead of KOing under 25% like it did in ''Melee'', it doesn't reliably KO until around 75%, and the reduced hitstun in ''Brawl'', meaning that it can no longer combo as easily as before and making it more difficult to rack up damage. Jigglypuff's poor range, lack of useful ground moves and poor air to ground transitioning due to her falling speed prevent her from approaching safely in many match-ups. Such factors combine to result in generally poor match-ups in spite of its incredible air mobility and strong edge guarding game.


==How to unlock==
==How to unlock==
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==Attributes==
==Attributes==
Jigglypuff's fighting style is unique as it will spend most of its time in midair, as it is designed to be the ultimate midair brawler. With 6 jumps, combined with the second fastest [[air speed]] (only second to [[Yoshi (SSBB)|Yoshi]]), the slowest [[falling speed]], and [[Rising Pound]], Jigglypuff dominates in aerial combat, and with its forward aerial and back aerial moves, it allows for it to use the [[Wall of Pain]] technique very effectively allowing opponents to be KOed at low percentages by being juggled off-screen. Jigglypuff's excellent aerial maneuverability and sliding DACUS make up for its slow dash speed (the slowest in the game). A main disadvantage is that Jigglypuff's lightweight and floatiness means that it is sent flying rather easily in any screen, and Jigglypuff is the easiest character to KO. However its light weight (combined with being floaty and small) also makes it immune to most [[chaingrab]]s (with the exception of the few ones that are effective against floaty characters). Although it is immune to most chaingrabs, its air release sends almost no horizontal distance at all (though it's high vertically and can move one frame before anyone else's air release) allowing grab release combos by several characters.
Jigglypuff's fighting style is unique as it will spend most of its time in midair, as it is designed to be the ultimate midair brawler. With 6 jumps, combined with the second fastest [[air speed]] (only second to [[Yoshi (SSBB)|Yoshi]]), the slowest [[falling speed]], and [[Rising Pound]], Jigglypuff dominates in aerial combat, and with its forward aerial and back aerial moves, it allows for it to use the [[Wall of Pain]] technique very effectively allowing opponents to be KOed at low percentages by being juggled off-screen. Jigglypuff's excellent aerial maneuverability make up for its slow dash speed (the slowest in the game). A main disadvantage is that Jigglypuff's lightweight and floatiness means that it is sent flying rather easily in any direction. However, its light weight (combined with being floaty and small) also makes it immune to most [[chaingrab]]s. Although it is immune to most chaingrabs, its air release sends almost no horizontal distance at all (though it's high vertically and can move one frame before anyone else's air release) allowing grab release combos by [[Yoshi (SSBB)|Yoshi]].


Jigglypuff has many attacks with good [[priority]] and decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided by [[Rollout]], also a devastating [[approach attack]] on the ground, and the fact it never enters a [[helpless]] state makes the attack effective in the air too. However, Rollout, as with all charging [[approach attack]]s, can be predictable and could lead to a self-destruct, if not careful. The move [[Rest]] provides invincibility frames which come out in one frame - faster than a shield - this allows for avoiding some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 75%, meaning Jigglypuff's vulnerability time after Rest is avoided if the attack hits. However, Rest leaves Jigglypuff extremely vulnerable if it misses. Jigglypuff also has a good array of Smash Moves, though they are quite laggy, though strong nonetheless. Jigglypuff lacks projectiles, but its great aerial mobility helps it dodge many of them easily. Upon breaking its shield, Jigglypuff will be sent for a [[Star KO]] if there is no ceiling above it (see [[Shield Jump]]), though its shield size is very large.  
Jigglypuff has many attacks with good [[priority]] and decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided by [[Rollout]], also a devastating [[approach attack]] on the ground, and the fact it never enters a [[helpless]] state makes the attack effective in the air too. However, Rollout, as with all charging [[approach attack]]s, can be predictable and could lead to a self-destruct, if not careful. The move [[Rest]] provides invincibility frames which come out in one frame - faster than a shield - this allows for avoiding some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 75%, meaning Jigglypuff's vulnerability time after Rest is avoided if the attack hits. However, Rest leaves Jigglypuff extremely vulnerable if it misses. Jigglypuff also has a good array of Smash Moves, though they are quite laggy, though strong nonetheless. Jigglypuff lacks projectiles, but its great aerial mobility helps it dodge many of them easily. Upon breaking its shield, Jigglypuff will be sent for a [[Star KO]] if there is no ceiling above it (see [[Shield Jump]]).  


Jigglypuff is a character of extremes, having the slowest falling rate, the second-fastest air speed, the lightest weight, and the slowest dash speed. This makes playing against it different from playing against any other character.
Jigglypuff is a character of extremes, having the slowest falling rate, the second-fastest air speed, the lightest weight, and the slowest dash speed. This makes playing against it different from playing against any other character.


One of the most well-known features of Jigglypuff is likely the fact that it has the slowest falling speed in the game (much like Fox having the fastest falling acceleration in the game). This is both advantageous and disadvantageous. Some of the pros of this are it allows for techniques such as the [[Wall of Pain]], as well as having amazing recovery ability, and being able to remain airborne when there are troubles on the ground. The downside is that when Jigglypuff needs to land, other characters, can run to beneath it and [[juggle]] it. However, this can be overcoming by using attacks to land, such as rollout or back aerial. The 2nd disadvantage is that when fast-falling is advantageous, in up-drafts, or scrolling stages, Jigglypuff can be KOed off the top easily. The 3rd disadvantage is that it makes a character much more vulnerable to vertical KO, making Jigglypuff very easy to KO at any part of the screen. The 4th disadvantage is that it makes its recovery (although it travels much distance) predictable and fairly easily edge-guarded.
One of the most well-known features of Jigglypuff is likely the fact that it has the slowest falling speed in the game (much like Fox having the fastest falling acceleration in the game). This is both advantageous and disadvantageous. Some of the pros of this are it allows for techniques such as the [[Wall of Pain]], as well as having amazing recovery ability, and being able to remain airborne when there are troubles on the ground. The downside is that Jigglypuff cannot move from the air to the ground as quickly as most characters, limiting her options in most situations. The 2nd disadvantage is that when fast-falling is advantageous, in up-drafts, or scrolling stages, Jigglypuff can be KOed off the top easily. The 3rd disadvantage is that it makes a character much more vulnerable to vertical KO.


===Changes from ''[[Super Smash Bros. Melee|Melee]]'' to ''[[Super Smash Bros. Brawl|Brawl]]''===
===Changes from ''[[Super Smash Bros. Melee|Melee]]'' to ''[[Super Smash Bros. Brawl|Brawl]]''===
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*[[Back aerial]] - Spins once backward and kicks. Does 12% damage. Also good for [[Wall of Pain]] and [[stage spiking]], but for higher percentages are needed for KO's from it. Hits on frame 8-11.
*[[Back aerial]] - Spins once backward and kicks. Does 12% damage. Also good for [[Wall of Pain]] and [[stage spiking]], but for higher percentages are needed for KO's from it. Hits on frame 8-11.
*[[Up aerial]] - Waves once upward, has good duration. Does 9% damage. Low knockback up to 100% means that it useful for combos. Knockback readily increases after 100%. If the player uses all of Jigglypuff's midair jumps and uses its up aerial, it can KO opponents at 120% damage. Hits on frame 8-16.
*[[Up aerial]] - Waves once upward, has good duration. Does 9% damage. Low knockback up to 100% means that it useful for combos. Knockback readily increases after 100%. If the player uses all of Jigglypuff's midair jumps and uses its up aerial, it can KO opponents at 120% damage. Hits on frame 8-16.
*[[Down aerial]] - Spinning drill kick. Does 16% maximum damage and can lead into a [[rest]]. Start-up of 5 frames. First few hitboxes that are on the inside have meteor smash hitboxes. These can only be dealt at low percentages, as otherwise the other hitboxes push the opponent away from the inner ones. Even at low percentages, the meteor smash hitboxes are canceled by others, making it useless for edgeguarding.
*[[Down aerial]] - Spinning drill kick. Does 16% maximum damage and can lead into a [[rest]]. Start-up of 5 frames. First few hitboxes that are on the inside have meteor smash hitboxes. These can only be dealt at low percentages, as otherwise the other hitboxes push the opponent away from the inner ones. Even at low percentages, the meteor smash hitboxes are canceled by others.


====[[Grab]]bing & [[throw]]ing====
====[[Grab]]bing & [[throw]]ing====

Revision as of 03:42, October 18, 2011

This article is about Jigglypuff's appearance in Super Smash Bros. Brawl. For this Pokémon in other contexts, see Jigglypuff.
Jigglypuff
in Super Smash Bros. Brawl
File:Jigglypuff in Brawl.JPG
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in SSB
in Melee

Availability Unlockable
Final Smash Puff Up
Tier H (36)
JigglypuffHeadSSBB.png

Jigglypuff, known in Japan as Purin (プリン, Purin), is a character in Super Smash Bros. Brawl. Jigglypuff visually appears unchanged from past Smash Bros. games, though has suffered a large nerf from Super Smash Bros. Melee to Super Smash Bros. Brawl.

It is 36th on the current Super Smash Bros. Brawl tier list due to several factors. The main such factor is its cripplingly reduced speed from Melee, in addition to its nerfed finishers such as Rest, which instead of KOing under 25% like it did in Melee, it doesn't reliably KO until around 75%, and the reduced hitstun in Brawl, meaning that it can no longer combo as easily as before and making it more difficult to rack up damage. Jigglypuff's poor range, lack of useful ground moves and poor air to ground transitioning due to her falling speed prevent her from approaching safely in many match-ups. Such factors combine to result in generally poor match-ups in spite of its incredible air mobility and strong edge guarding game.

How to unlock

  • Play 350 Brawls, and then defeat Jigglypuff.
  • Find Jigglypuff in the Swamp stage after completing the Subspace Emissary. It can be found through the first door after defeating the False Giant Diddy Kong.
  • Alternately, after completing the Subspace Emissary, event matches 1-20 can be completed. Afterwards, any event match may be played. Jigglypuff will appear and must be defeated to be unlocked.

Attributes

Jigglypuff's fighting style is unique as it will spend most of its time in midair, as it is designed to be the ultimate midair brawler. With 6 jumps, combined with the second fastest air speed (only second to Yoshi), the slowest falling speed, and Rising Pound, Jigglypuff dominates in aerial combat, and with its forward aerial and back aerial moves, it allows for it to use the Wall of Pain technique very effectively allowing opponents to be KOed at low percentages by being juggled off-screen. Jigglypuff's excellent aerial maneuverability make up for its slow dash speed (the slowest in the game). A main disadvantage is that Jigglypuff's lightweight and floatiness means that it is sent flying rather easily in any direction. However, its light weight (combined with being floaty and small) also makes it immune to most chaingrabs. Although it is immune to most chaingrabs, its air release sends almost no horizontal distance at all (though it's high vertically and can move one frame before anyone else's air release) allowing grab release combos by Yoshi.

Jigglypuff has many attacks with good priority and decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided by Rollout, also a devastating approach attack on the ground, and the fact it never enters a helpless state makes the attack effective in the air too. However, Rollout, as with all charging approach attacks, can be predictable and could lead to a self-destruct, if not careful. The move Rest provides invincibility frames which come out in one frame - faster than a shield - this allows for avoiding some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 75%, meaning Jigglypuff's vulnerability time after Rest is avoided if the attack hits. However, Rest leaves Jigglypuff extremely vulnerable if it misses. Jigglypuff also has a good array of Smash Moves, though they are quite laggy, though strong nonetheless. Jigglypuff lacks projectiles, but its great aerial mobility helps it dodge many of them easily. Upon breaking its shield, Jigglypuff will be sent for a Star KO if there is no ceiling above it (see Shield Jump).

Jigglypuff is a character of extremes, having the slowest falling rate, the second-fastest air speed, the lightest weight, and the slowest dash speed. This makes playing against it different from playing against any other character.

One of the most well-known features of Jigglypuff is likely the fact that it has the slowest falling speed in the game (much like Fox having the fastest falling acceleration in the game). This is both advantageous and disadvantageous. Some of the pros of this are it allows for techniques such as the Wall of Pain, as well as having amazing recovery ability, and being able to remain airborne when there are troubles on the ground. The downside is that Jigglypuff cannot move from the air to the ground as quickly as most characters, limiting her options in most situations. The 2nd disadvantage is that when fast-falling is advantageous, in up-drafts, or scrolling stages, Jigglypuff can be KOed off the top easily. The 3rd disadvantage is that it makes a character much more vulnerable to vertical KO.

Changes from Melee to Brawl

As mentioned before, Jigglypuff suffered a large nerf. Jigglypuff's rest special move has significantly less knockback and initial damage (it can no longer KO at almost any damage percent), but adds a flower on the opponent's head instead of having a fiery effect, which can make much more damage in total than in Melee. Jigglypuff's forward and down aerials are stronger, but its back, neutral and up aerials were weakened between games and its down aerial can no longer be used for edgeguarding. Jigglypuff's forward throw is much weaker (no longer KO around 130%). Rollout now has two stages of being "fully charged": 'Fully Charged' and 'Super Charged'. Rollout also no longer puts Jigglypuff into a helpless state if used in the air. Jigglypuff has greater air control now due to having faster midair acceleration (although it's now second to Yoshi) and slower falling speed (which makes its midair jumps give more distance). Jigglypuff is no longer tied with Zelda for having the slowest dash speed (due to Zelda's dash speed increasing). On the upside, it is heavier than it was in Melee (although it is now the lightest character, which may make it seem like its weight has decreased). One minor change is that Jigglypuff's pound now has strictly vertical knockback (as opposed to it previously knocking the opponent up and behind Jigglypuff). Another minor change is that Jigglypuff's down throw now only does damage when the opponent is thrown, not during the rolling part of the attack.

Jigglypuff also received some cosmetic changes. The biggest cosmetic change is that almost all of Jigglypuff's movements now make a squeaky, rubbery, and puffy sound (including midair jumps and attacks). Another cosmetic change is yellow sound waves appear around Jigglypuff when sing is used instead of colorful sound waves. Jigglypuff also doesn't open its eyes in the last part of the song, instead only opening them when the song is over. Jigglypuff's blue and green costumes have changed. Blue is now a sunhat, and green is now a nightcap. Jigglypuff also has a new costume which is a white hat with a bit of pink, based on the female trainer's hat from FireRed and LeafGreen.

Moveset

Ground attacks

Normal
  • Neutral attack - Two very quick, yet extremely short ranged slaps. Great for jab locking. Both slaps do 3% damage. Has a start-up of 5 frames.
  • Dash attack - Spins forwards, resembling a miniature Rollout. Does 10% and can, unlike other dash attacks, "jump". Hits on frame 5-15.
  • Up tilt - Lifts its foot behind it, attacking upward. Main hitbox is behind Jigglypuff, although there is a small weaker one in front of it. Hits on frame 9-11. Does 8% damage. Good knockback.
  • Forward tilt - Spins once while kicking. Short ranged. Does 10% damage. Hitbox out on frame 7-9. Can be angled.
  • Down tilt - Ducks down and sticks its foot out. Has average start-up (10 to 12 frames) and ending lag, but decent range for Jigglypuff. Poor knockback. Does 10% damage.
Smash attacks
  • Up smash - Headbutts upward. Works well with DACUS. Strong knockback. Does 18% damage fully charged, 13% uncharged in the front. 16% uncharged, 21% charged in behind. Hits on frame 16-19.
  • Forward smash - Slides forward while keeping foot stuck out. Short duration, but average starting and ending lag (start-up of 16 and it ends on frame 24), but strong knockback. Does 22% damage fully charged, 16% uncharged.
  • Down smash - Puffs downward, kicking to both sides. Has very strong knockback, but short range. Its a semi-spike. Does 12% uncharged, 16% fully charged. Hits on frame 14. Good edgeguarding move, putting opponents in inconvenient places to recover.
Other
  • Ledge attack - Turns and kicks. Does 6% damage.
  • 100% ledge attack - Gets up and spins on both sides of it. 9% front hit, 8% back hit. Vertical knockback.
  • Floor attack - Spins legs around while getting up, kicking in front and behind it. Short ranged. Makes a Rollout sound. Does 5% damage.

Aerial attacks

  • Neutral aerial - Sticks foot out, shrinking in on itself a little. Is a very long sex kick. The initial hit does 10% damage, 6% towards end of the kick. Hits on frame 6-29.
  • Forward aerial - Dropkicks forward, the upper hitbox being it's sweetspot, and the tip and lower hitbox being it's sour spot. Its a good finisher. Does 12% damage if sweespot, while hitting with the sour spot does 10% with lower knockback. Good for a Wall of Pain. Hitbox out on frame 8 and it last until frame 20.
  • Back aerial - Spins once backward and kicks. Does 12% damage. Also good for Wall of Pain and stage spiking, but for higher percentages are needed for KO's from it. Hits on frame 8-11.
  • Up aerial - Waves once upward, has good duration. Does 9% damage. Low knockback up to 100% means that it useful for combos. Knockback readily increases after 100%. If the player uses all of Jigglypuff's midair jumps and uses its up aerial, it can KO opponents at 120% damage. Hits on frame 8-16.
  • Down aerial - Spinning drill kick. Does 16% maximum damage and can lead into a rest. Start-up of 5 frames. First few hitboxes that are on the inside have meteor smash hitboxes. These can only be dealt at low percentages, as otherwise the other hitboxes push the opponent away from the inner ones. Even at low percentages, the meteor smash hitboxes are canceled by others.

Grabbing & throwing

Coincidently, all of Jigglypuff's throws do 10% each.

  • Pummel - Slaps with its tuft of hair. Very slow for a pummel. Does 3% each hit.
  • Forward throw - Puffs once, hitting opponent forward. Low knockback. Does 10% damage.
  • Back throw - Back suplexes opponent. Decent knockback. Does 10% damage.
  • Up throw - Spins once and sends opponent up. Does 10% damage. Decent finisher.
  • Down throw - Rolls back and forth on its opponent. Does 10% damage.

Special moves

Matchups

Role in the Subspace Emissary

Jigglypuff is an optional character in the Subspace Emissary, much much like Toon Link and Wolf, who consequently does not have a role in the story.

To unlock it, first the player must complete the Subspace Emissary, whereupon an extra door in The Swamp can be found that links to Pokémon Stadium 2, where Jigglypuff is performing a song. Jigglypuff is then fought and, if defeated, is unlocked (if not already unlocked) and joins the player's party.

Exclusive stickers

These stickers can only be used by Jigglypuff or a select few including it.

  • Charizard: [Arm, Leg] attack +10
  • Deoxys: [Slash] attack +10
  • Entei: [Flame] attack +20
  • Goldeen: [Leg] attack +4
  • Groudon: [Flame] resistance +14
  • Gulpin: [Electric] attack +16
  • Jigglypuff: [Body, Spin] attack +31
  • Jirachi: [Arm, Leg] attack +7
  • Meowth: [Slash] attack +5
  • Metagross: Launch resistance +23
  • Mew: [Body, Spin] attack +4
  • Moltres: [Flame] attack +20
  • Pokémon Trainer: [Arm, Leg] attack +13
  • Staryu: [Specials: Direct] attack +3
  • Togepi: [Body, Spin] attack +11
  • Torchic: [Flame] attack +8
  • Weavile: [Slash] attack +5

Palette swaps

File:Alt-jigglypuff3.jpg
Jigglypuff's changeable clothing in SSBB


Trophy description

A Balloon Pokémon. It invites opponents in close with its big, round eyes, then puts them to sleep with a calming song. The secret to the song's unfailing efficacy is Jigglypuff's ability to sing on the wavelength that will make its opponent the sleepiest. It also uses Attract to infatuate opponents who touch it. It uses a Moon Stone to evolve into Wigglytuff.

  • Pokémon Red/Blue (Game Boy)
  • Pokémon Diamond/Pearl (Nintendo DS)

Trivia

  • Jigglypuff is the only veteran character not to have a role in the main story of Subspace Emissary, being unlockable only after its completion.
  • One of Jigglypuff's taunts involves it deflating and floating to the ground before re-inflating. This is based on Jigglypuff's faint animation in battles on the consoles-based Pokémon games (e.g. Pokémon Stadium).
  • Despite the fact that Jigglypuff is usually unlocked first in Super Smash Bros. and Super Smash Bros. Melee, Jigglypuff is one of the last characters to be unlocked in Brawl.
  • Jigglypuff has only two KO screams: one for a Star KO and a normal KO.
  • Jigglypuff and Luigi are the only characters not to be playable in an event unless chosen. Coincidentally, these two characters are also the only two that are unlockable in every Smash Bros. game.
  • Jigglypuff is the only character to have any of its nerfed attributes mentioned on Dojo!!, which said that Rest's power (in both damage and knockback) has reduced.
  • Jigglypuff's "head sprite" in Brawl is the only one that shows the whole character's body. Mr. Game and Watch's "head sprite" in Melee also showed his whole body, but it was changed in Brawl.
  • Jigglypuff is one of several characters that are affected by the Bridge of Eldin glitch.
  • Jigglypuff, along with Diddy Kong, Pokémon Trainer, and Ice Climbers, are the only characters that do not clap on the "Defeated/No Contest" Screen.
  • Jigglypuff currently suffers from the largest drop in tier position from Melee to Brawl. While standing in 3rd position in the S Tier on Melee's tier list, it's currently ranked 36th in Brawl's tier list, an astounding 33-position crash.
  • Jigglypuff is also currently the only non-Zelda character in the H tier, replacing Link as the third-worst character.

External links