Jigglypuff (SSBU): Difference between revisions

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{{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was reused in the English version of ''Ultimate''; this was despite {{s|wikipedia|Michele Knotz}} voicing it in the ''Pokémon'' anime at the time and voicing other Pokémon in ''Ultimate''. {{s|wikipedia|Mika Kanai}}, the voice of Jigglypuff from all previous ''Smash'' games and the ''Pokémon'' anime, reprises her role in the Japanese version with a new voice track. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from ''Brawl'' were reused in the French and German versions.
{{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was reused in the English version of ''Ultimate''; this was despite {{s|wikipedia|Michele Knotz}} voicing it in the ''Pokémon'' anime at the time and voicing other Pokémon in ''Ultimate''. {{s|wikipedia|Mika Kanai}}, the voice of Jigglypuff from all previous ''Smash'' games and the ''Pokémon'' anime, reprises her role in the Japanese version with a new voice track. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from ''Brawl'' were reused in the French and German versions.


Jigglypuff is ranked 60th out of 82 in the current ''Ultimate'' [[tier list]], putting it in C+ tier. This is a great improvement over its ranking in ''Smash 4'', where it was considered the worst character in the game. Jigglypuff's strength lies in its superb aerial game, which is the result of long-lasting [[Aerial attack|aerials]] that, combined with its excellent air mobility and multiple [[jump]]s, can be used to wall out its opponents offstage. Jigglypuff also has a much easier time killing due to its quicker KO options, new KO setups, and more reliable combos into [[Rest]]. Rest itself has more knockback and less ending lag if Jigglypuff lands it, allowing Jigglypuff to escape potential punishes. Finally, Jigglypuff's ground game has been improved: its [[jab]] can confirm into [[back aerial]] or [[dash attack]] at high percents, its [[up tilt]] can combo into its other aerials and even Rest in some scenarios, and its [[forward throw]] can send opponents at a low angle, making it easier for Jigglypuff to utilize its strong edgeguards.
Jigglypuff is ranked 60th out of 82 in the current ''Ultimate'' [[tier list]], putting it in C+ tier. This is a great improvement over its last place ranking in ''Smash 4''. Jigglypuff's strength lies in its superb aerial game, which is the result of long-lasting [[Aerial attack|aerials]] that, combined with its excellent air mobility and multiple [[jump]]s, can be used to wall out its opponents offstage. Jigglypuff also has a much easier time killing due to its quicker KO options, new KO setups, and more reliable [[Rest]] combos. Rest itself has more knockback and less endlag if Jigglypuff lands it, allowing Jigglypuff to escape potential punishes. Finally, Jigglypuff's ground game has been improved: its [[jab]] can confirm into [[back aerial]] or [[dash attack]] at high percents, its [[up tilt]] can combo into its other aerials and even Rest in some scenarios, and its [[forward throw]] can send opponents at a low angle, making it easier for Jigglypuff to utilize its strong edgeguards.


However, Jigglypuff still possesses several flaws. It still lacks range on its moveset, which causes it to struggle against opponents with long/disjointed range and characters who excel in [[camping]]. Its [[neutral game]] still remains poor due to its horrible grounded mobility and linear options to [[approach]] its opponent, and it can have a difficult time hitting opponents that outspeed it. Finally, Jigglypuff's survivability is poor due to its low [[weight]] making it susceptible to KOs at an earlier percent than normal, and as a result, it is susceptible to trades at higher percents.
However, Jigglypuff still possesses several flaws. It still lacks range on its moveset, which causes it to struggle against opponents with long/disjointed range and characters who excel in [[camping]]. Its [[neutral game]] still remains poor due to its horrible grounded mobility and linear options to [[approach]] its opponent, and it can have a difficult time hitting opponents that outspeed it. Finally, Jigglypuff's survivability is poor due to its low [[weight]] making it susceptible to KOs at an earlier percent than normal, and as a result, it is susceptible to trades at higher percents.
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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Jigglypuff is a character of extremes, as evident with its attributes: it has the 2nd fastest [[air speed]], the highest [[air acceleration]], the slowest [[falling speed]], and the lowest [[gravity]]. These attributes make Jigglypuff an extremely mobile character in the air. However, it also has the 3rd slowest [[walk]]ing and [[dash]]ing speeds, the 6th slowest [[initial dash]], the 2nd lowest [[weight]] and [[jump]]ing force, and the 7th lowest [[traction]]. Collectively, these attributes render Jigglypuff unable to quickly traverse the stage on foot without relying on [[foxtrot]]ting, 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 combination of light weight and floatiness results in Jigglypuff being fairly difficult to combo compared to most other characters, but conversely makes it fairly difficult for it to land onstage and escape a [[juggle]] without being forced to retreat offstage and grab the [[ledge]].
Jigglypuff is a character of extremes, as evident with its attributes: it has the 2nd fastest [[air speed]], the highest [[air acceleration]], the slowest [[falling speed]], and the lowest [[gravity]]. These attributes make Jigglypuff a very mobile character in the air. However, it also has the 3rd slowest [[walk]] and [[run speed]], the 6th slowest initial-dash, the 2nd lowest [[weight]] and [[jump]] force, and the 7th lowest [[traction]]. Collectively, these attributes render Jigglypuff unable to quickly traverse the stage on foot without relying on [[foxtrot]]ting, 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 combination of light weight and floatiness results in Jigglypuff being fairly difficult to combo compared to most other characters, but conversely makes it fairly difficult for it to land onstage and escape a [[juggle]] without being forced to retreat offstage and grab the [[ledge]].


Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes, and back air especially is safe on shield when properly spaced. 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 if they attempt to challenge its moves. All of its aerials, aside from up aerial, also have enough range to be [[spacing|spaced]] effectively 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 a fairly strong [[sex kick]], 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 quite effectively. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can easily force opponents off-stage and is the main component of the [[wall of pain]] technique: once an opponent 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. Both neutral air and forward air can also [[lock]] with their late hits, and generally both attacks linger for a long time and are very useful for [[edgeguarding]]. Back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size. It even possesses some combo potential at very low percents, and the move in general greatly benefits from techniques like [[RAR]]. Similar to {{SSBU|Marth}}, {{SSBU|Roy}}, {{SSBU|Lucina}}, and {{SSBU|Chrom}}, the move also has the interesting trait of completely turning Jigglypuff around after its use. It is also safe on shield due to its high damage output and above-average hitlag, though it is also Jigglypuff's slowest aerial, making it a bit predictable. It also has a sweetspot closer to Jigglypuff's body, although this is difficult to hit due to the father sourspot [[priority|out-prioritizing]] it. 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 that combos into most of its toolkit if used while landing. Lastly, down aerial can be used as a highly damaging out of shield option, a combo tool, and a pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves. As well, landing with it can lead into various other moves, allowing Jigglypuff to take stocks incredibly early, especially when factoring in the move's ability to [[auto-cancel]] and link into itself.
Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes, and back air especially is safe on shield when properly spaced. 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 if they attempt to challenge its moves. All of its aerials, aside from up aerial, also have enough range to be [[spacing|spaced]] effectively 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 a fairly strong [[sex kick]], 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 quite effectively. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can easily force opponents off-stage and is the main component of the [[wall of pain]] technique: once an opponent 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. Both neutral air and forward air can also [[lock]] with their late hits, and generally both attacks linger for a long time and are very useful for [[edgeguarding]]. Back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size. It even possesses some combo potential at very low percents, and the move in general greatly benefits from techniques like [[RAR]]. Similar to {{SSBU|Marth}}, {{SSBU|Roy}}, {{SSBU|Lucina}}, and {{SSBU|Chrom}}, the move also has the interesting trait of completely turning Jigglypuff around after its use. It is also safe on shield due to its high damage output and above-average hitlag, though it is also Jigglypuff's slowest aerial, making it a bit predictable. It also has a sweetspot closer to Jigglypuff's body, although this is difficult to hit due to the sourspot farther away taking priority. 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 that combos into most of its toolkit if used while landing. Lastly, down aerial can be used as a highly damaging out of shield option, a combo tool, and a pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves. As well, landing with it can lead into various other moves, allowing Jigglypuff to take stocks incredibly early, especially when factoring in the move's ability to [[autocancel]] and link into itself.


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 if it has used its jumps, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to mix-up against opponents that attempt to [[edgeguard]] it. With the aid of [[Pound]], it can also stall its recovery and protect its landing. Jigglypuff is infamously fearsome at edgeguarding: with proper spacing and good timing, it can gimp even the farthest distanced recoveries without being put at risk; {{SSBU|Cloud}}, Chrom, {{SSBU|Ganondorf}}, {{SSBU|Dr. Mario}}, {{SSBU|Little Mac}}, and {{SSBU|Min Min}} are perhaps the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience, causing their performances against Jigglypuff to revolve around maintaining stage control as much as possible.
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 if it has used its jumps, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to mix-up against opponents that attempt to [[edgeguard]] it. With the aid of [[Pound]], it can also stall its recovery and protect its landing. Jigglypuff is infamously fearsome at edgeguarding: with proper spacing and good timing, it can gimp even the farthest distanced recoveries without being put at risk; {{SSBU|Cloud}}, Chrom, {{SSBU|Ganondorf}}, {{SSBU|Dr. Mario}}, {{SSBU|Little Mac}}, and {{SSBU|Min Min}} are perhaps the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience, causing their performances against Jigglypuff to revolve around maintaining stage control as much as possible.
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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 infamously possesses extremely high [[ending lag]], making it very easy to [[punish]] if whiffed, though Jigglypuff can skip some of the move's ending lag if it is successfully landed.
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 infamously possesses extremely high [[ending lag]], making it very easy to [[punish]] if whiffed, though Jigglypuff can skip some of the move's ending lag if it is successfully landed.


To balance out all of these strengths, Jigglypuff is held back by numerous weaknesses. The most detrimental is its survivability: Jigglypuff's stats result in it possessing among the worst endurance out of any character in the game. As a result, it can be knocked out as early as 30% with a sufficiently strong attack. [[Rage]] is an additional burden, since opponents can send it flying even earlier with it while Jigglypuff potentially cannot survive long enough to fully reap the benefits of rage itself. 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]] launches it upwards with enough force to KO it even in the largest of stages, although this weakness rarely comes into effect in [[competitive play]], where [[shield break]]s are uncommon.
To balance out all of these strengths, Jigglypuff is held back by numerous weaknesses. The most detrimental is its survivability: Jigglypuff's stats result in it possessing among the worst endurance out of any character in the game. As a result, it can be knocked out as early as 30% with a sufficiently strong attack. [[Rage]] is an additional burden, since opponents can send it flying even earlier with it while Jigglypuff potentially cannot survive long enough to fully reap the benefits of rage itself. 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]] launches it upward with enough force to KO it even in the largest of stages, although this weakness rarely comes into effect in [[competitive play]], where [[shield break]]s are uncommon.


Furthermore, Jigglypuff has a very problematic grounded game. Although most of its grounded moveset is quick in proportion to their power, its lack of range and slow grounded mobility prevent it from racking up large amounts of damage with the majority of said moves. This is worsened when considering the utility of its grounded attacks, which, as mentioned before, are quite high for such an air-heavy character. The only exception is its up smash, a very barebones move that only barely accomplishes its job of being a consistent anti-air that kills at reasonable percents. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game, landing a grab can sometimes be difficult due to their short range. Despite their relatively high damage outputs, its throws are also a mixed bag; whilst the previously mentioned down throw and forward throw are very effective, back throw is similar to up smash in that it is a very one-dimensional move that is barely serviceable enough at its job to be worth using, only being a positioning tool instead of an anti-air. Jigglypuff's up throw is even worse; despite being its strongest KO throw, it is not able to KO reliably even well beyond 200%, and it has very little utility outside of this role. This results in Jigglypuff being easily kept at bay by shields without the usage of Pound's high [[shield damage]] and mix-ups with its grab.
Furthermore, Jigglypuff has a very problematic ground game. Although most of its ground moveset is quick in proportion to their power, its lack of range and slow grounded mobility prevent it from racking up large amounts of damage with the majority of said moves. This is worsened when considering the utility of its grounded attacks, which as mentioned are quite high for such an air-heavy character. The only exception is its up smash, a very barebones move that only barely accomplishes its job of being a consistent anti-air that kills at reasonable percents. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game, landing a grab can sometimes be difficult due to their short range. Its throws are also a mixed bag; whilst the previously mentioned down throw and forward throw are very effective, back throw is similar to up smash in that it is a very one-dimensional move that is barely serviceable enough at its job to be worth using, only instead it's a positioning tool instead of an anti-air. Jigglypuff's up throw is even worse; despite being its strongest KO throw, it is not able to KO reliably even well beyond 200%, and it has very little utility outside of this role. This results in Jigglypuff being easily kept at bay by shields without the usage of Pound's high [[shield damage]] and mix-ups with its grab.


Despite the sheer effectiveness of Jigglypuff's aerial game, it is not fundamentally perfect. While its aerial attacks' aforementioned properties make them formidable for the opponent to handle in combination of Jigglypuff's outstanding aerial mobility, their lack of [[disjointed hitbox]]es nevertheless prevent them from being too intimidating and allows other characters with long-ranged or disjointed aerial attacks, such as {{SSBU|Ness}} and {{SSBU|Mr. Game & Watch}}, to effectively outrange and trade with Jigglypuff's. Even characters with slow aerial mobility, like {{SSBU|Ice Climbers}} and {{SSBU|Corrin}}, have aerials that are disjointed or have larger hitboxes than Jigglypuff's own aerials, like {{SSBU|Kirby}}. Jigglypuff's aerials are also unsuitable for approaching from a long distance due to being unsafe on shield when late. Additionally, among Jigglypuff's aerials, only its back and clean neutral air can KO effectively onstage while not near the blast zones, while the rest of its other aerials are only capable of killing at reasonable precents if edgeguarding (forward air), close to the blast zone (up air) or otherwise lack KO potential altogether (down air), while other characters with comparable aerial games have aerial attacks that can all kill effectively onstage without needing to be close to the blast zone or have at least one that doesn't kill at reasonable precents while not near the ledge, like Ness and {{SSBU|Zelda}}, respectively. Furthermore, Jigglypuff is otherwise over-reliant on its excellent aerial game due to its problematic grounded game, thus making Jigglypuff more predictable overtime if it remains in the air for too long. Altogether, several characters are capable of outmatching Jigglypuff's aerial game regardless of how formidable it is, while Jigglypuff's neutral game is still brought down by its limited grounded mobility and linear approach, despite being respectable while airbone.
Jigglypuff's approach, despite being good in the air, is somewhat predictable. Most of the time, Jigglypuff is forced to remain close to the opponent, read their option in order to approach, or bait them in order to make a 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 high endlag and ineffective sourspot. Coupled with the overall short range on its attacks, it has notoriously difficult matchups against characters with large disjoints like {{SSBU|Ike}}, {{SSBU|Lucina}}, and {{SSBU|Shulk}}. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in ''Ultimate'', its grounded mobility is among 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 with their floatiness makes Jigglypuff relatively slow. This is especially a problem against speed demons such as {{SSBU|Fox}} and {{SSBU|Sonic}}, who can more easily force Jigglypuff to approach them than vice versa. Lastly, due to its reliance on taking stocks with an edgeguard or a Rest setup, it can sometimes struggle to take stocks without committing to one strong attack, especially against heavier characters with great recoveries such {{SSBU|Terry}} and {{SSBU|Yoshi}}.


Jigglypuff's approach, despite being good in the air, is somewhat predictable. Most of the time, Jigglypuff is forced to remain close to the opponent, read their option in order to approach, or bait them in order to make a 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 high ending lag and ineffective sourspot. Coupled with the overall short range on its attacks, it has notoriously difficult matchups against characters with large disjoints, like {{SSBU|Ike}}, {{SSBU|Lucina}}, and {{SSBU|Shulk}}. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in ''Ultimate'', its grounded mobility is among 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 with their floatiness, makes Jigglypuff relatively slow regardless of its excellent aerial mobility. This is especially a problem against speed demons, such as {{SSBU|Fox}} and {{SSBU|Sonic}}, who can more easily force Jigglypuff to approach them than vice versa. Lastly, due to its reliance on taking stocks with an edgeguard or a Rest setup, it can sometimes struggle to take stocks without committing to one strong attack, especially against heavier characters with great recoveries, such {{SSBU|Terry}} and {{SSBU|Yoshi}}.
Overall, Jigglypuff is an air-based glass cannon that can quickly rack up damage or KO opponents, but in return can be KOed just as quickly.
 
Overall, Jigglypuff is an air-based glass cannon whose strengths are on par with its weaknesses. It can quickly rack up damage or KO opponents, but in return, Jigglypuff itself can be knocked out equally quickly due to its atrocious endurance. In addition, Jigglypuff's neutral game is overall one-sided: while it excels in the air due to its excellent set of aerials combined with its outstanding aerial mobility, its problematic grounded game and its slow grounded mobility forces Jigglypuff to be otherwise over-reliant on its aerial game, which makes Jigglypuff more predictable overtime when combined with its lack of range and linear approach. All in all, Jigglypuff is a character who heavily struggles to get in when it lacks the advantage, but is capable of beating just about any character with only a few openings.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns.
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Jigglypuff was infamous for being one of the worst characters in [[Jigglypuff (SSBB)|its two]] [[Jigglypuff (SSB4)|previous appearances]] due to its numerous weaknesses, notably its atrocious survivability (being the lightest and floatiest character), short-lived yet bad disadvantage state, and one-dimensional playstyle as a result of a myriad factors. These issues were made much more apparent in ''SSB4'', due to the game's polarized balance and universal mechanics (most notably [[rage]] and [[ledge trump]]ing) adversely working against it. Most likely owing to its consistently poorly regarded status, Jigglypuff has been noticeably buffed in the transition to ''Ultimate''.
Jigglypuff was infamous for being one of the worst characters in [[Jigglypuff (SSBB)|its two]] [[Jigglypuff (SSB4)|previous appearances]] due to its numerous weaknesses, notably its atrocious survivability (it's the lightest and floatiest character), short-lived yet bad disadvantage state, and one-dimensional playstyle as a result of a myriad factors. These issues were made much more apparent in ''SSB4'', due to the game's polarized balance and universal mechanics (most notably [[rage]] and [[ledge trump]]ing) adversely working against it. Most likely owing to its consistently poorly regarded status, Jigglypuff has been noticeably buffed in the transition to ''Ultimate''.


Jigglypuff's most notable direct changes are to its aerial attacks and its special moveset. Like with most other veterans, Jigglypuff's aerial attacks have greatly reduced landing lag, which when combined with its faster air speed further improves its good aerial combo game, allowing it to perform techniques like its renowned [[Wall of Pain]] more effectively. In addition, [[Pound]] has less ending lag than in ''SSB4'', giving it combo potential as well as helping with vertical recovery; [[Rest]] is now interruptible significantly earlier, being 20 frames faster than previous games, and an additional 25 frames earlier if it connects; and [[Sing]] is notably faster with more range, along with its sleep time being increased, making it a viable tool for the first time in the series, though still remaining risky and situational for specific setups.
Jigglypuff's most notable direct changes are to its aerial attacks and its special moveset. Like with most other veterans, Jigglypuff's aerial attacks have greatly reduced landing lag, which when combined with its faster air speed further improves its good aerial combo game, allowing it to perform techniques like its renowned [[Wall of Pain]] more effectively. In addition, [[Pound]] has less ending lag than in ''SSB4'', giving it combo potential as well as helping with vertical recovery; [[Rest]] is now interruptible significantly earlier, being 20 frames faster than previous games, and an additional 25 frames earlier if it connects; and [[Sing]] is notably faster with more range, along with its sleep time being increased, making it a viable tool for the first time in the series, though still remaining risky and situational for specific setups.


Jigglypuff also significantly benefits from some of the reworked game mechanics in ''Ultimate''. The universally improved mobility, the changes to [[air dodge]]s and the reduction of [[edge]] sizes on most stages have virtually restored Jigglypuff's lost strong edgeguarding capabilities from ''Melee'', once again possessing an oppressive offstage presence thanks to its aerial kit and mobility. The reintroduction of directional air dodges also grants Jigglypuff an additional recovery option, improving its offstage survivability. In addition, Jigglypuff arguably benefits the most of any character from the weakening of the [[rage]] mechanic, which slightly improves its otherwise abysmal endurance.
Jigglypuff also significantly benefits from some of the reworked game mechanics in ''Ultimate''. The universally improved mobility, the changes to [[air dodge]]s and the reduction of [[edge]] sizes on most stages have virtually restored Jigglypuff's lost strong edgeguarding capabilities from ''Melee'', once again possessing an oppresive offstage presence thanks to its aerial kit and mobility. The reintroduction of directional air dodges also grants Jigglypuff an additional recovery option, improving its offstage survivability. In addition, Jigglypuff arguably benefits the most of any character from the weakening of the [[rage]] mechanic, which slightly improves its otherwise abysmal endurance.


However, Jigglypuff is not without some minor nerfs. In line with its polarized archetype, its already bad grab game was made worse; while it did gain a more useful forward throw, its grabs suffer from ''Ultimate''{{'}}s universal impact to their frame-data, and its up throw deals less damage. Pound's recovery potential was also nerfed, as Jigglypuff will no longer immediately accelerate in the air during its startup, making consecutive usage of the move a less effective recovery tactic.
However, Jigglypuff is not without some minor nerfs. In line with its polarized archetype, its already bad grab game was made worse; while it did gain a more useful forward throw, its grabs suffer from the universal nerf, and its up throw deals less damage. Pound's recovery potential was also nerfed, as Jigglypuff will no longer immediately accelerate in the air during its startup, making consecutive usage of the move a less effective recovery tactic.


Although Jigglypuff benefits from the aerial-based changes to gameplay mechanics for ''Ultimate'', some of the other gameplay changes have also hurt Jigglypuff. While the changes to air dodges overall benefit it, they also make Jigglypuff more vulnerable in the air, as they render it even more susceptible to [[juggling]] and now force it to mix up its recovery (though the latter point is slightly counterbalanced by the reintroduction of directional air dodging). In addition, the changes to [[jostle|jostling]] mechanics make Jigglypuff unable to pass through other fighters while running, making Rest much harder to land via running into opponents.
Although Jigglypuff benefits from the aerial-based changes to gameplay mechanics for ''Ultimate'', some of the other gameplay changes have also hurt Jigglypuff. While the changes to air dodges overall benefit it, they also make Jigglypuff more vulnerable in the air, as they render it even more susceptible to [[juggling]] and now force it to mix up its recovery (though the latter point is slightly counterbalanced by the reintroduction of directional air dodging). In addition, the changes to [[jostle|jostling]] mechanics make Jigglypuff unable to pass through other fighters while running, making Rest much harder to land via running into opponents.


Ultimately, Jigglypuff's buffs heavily outweigh its nerfs, and it is a significantly more effective character than in ''Brawl'' and ''SSB4'', becoming once again a proper "aerial-based glass cannon." Jigglypuff has also received some very notable buffs in game updates, further improving its viability in competitive play. However, of note is that many of Jigglypuff's primary flaws that have plagued it in previous games are still present in ''Ultimate'', such as a ludicrously low endurance (and being instantly KO'd if its shield is broken), and highly polarized neutral game as a result of its poor ground mobility and limited ground and grab games, its short range, and lack of projectile. ''Ultimate'' also includes many more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against. This is compounded by various other veterans being buffed as well, and game updates introducing DLC characters, some of which Jigglypuff struggles against. Nevertheless, though Jigglypuff still falls behind compared to its appearance in ''Melee'', its perception in competitive play is much better compared to ''Brawl'' and ''SSB4''.
Ultimately, Jigglypuff's buffs heavily outweigh its nerfs, and it's a significantly more effective character than in ''Brawl'' and ''SSB4'', becoming once again a proper "aerial-based glass cannon". Jigglypuff has also received some very notable buffs in game updates, further improving its viability in competitive play. However, of note is that many of Jigglypuff's primary flaws that have plagued it in previous games are still present in ''Ultimate'', such as a ludicrously low endurance (and being instantly KO'd if its shield is broken), and highly polarized neutral game as a result of its poor ground mobility and limited ground and grab games, its short range, and lack of projectile. ''Ultimate'' also includes many more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against. This is compounded by various other veterans being buffed as well, and game updates introducing DLC characters, some of which Jigglypuff struggles against. Nevertheless, though Jigglypuff still falls behind compared to its appearance in ''Melee'', its perception in competitive play is much better compared to ''Brawl'' and ''SSB4''.


{{SSB4 to SSBU changelist|char=Jigglypuff}}
{{SSB4 to SSBU changelist|char=Jigglypuff}}
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''See also: [[:Category:Jigglypuff players (SSBU)]]''
''See also: [[:Category:Jigglypuff players (SSBU)]]''


*{{Sm|Arika|Japan}} - The best Jigglypuff player in the world in the early metagame, notably placing 25th at the major {{Trn|Umebura SP 4}} and 33rd at the major {{Trn|EGS Cup 3}}.  
*{{Sm|Arika|Japan}} - One of the first notable Jigglypuff players in competitive ''Ultimate'' and was the best Jigglypuff player in the early metagame, most notably placing 25th at {{Trn|Umebura SP 4}} defeating {{Sm|T}}. Although his results have since been overshadowed, he has still occasionally put up noteworthy performances, including placing 9th at {{Trn|Shinosuma HEROES 2}} defeating {{Sm|Nietono}}.
*{{Sm|BassMage|USA}} - The best Jigglypuff player of all-time and the first Jigglypuff player to place top 8 at a major, having placed 7th at {{Trn|Smash Ultimate Summit 4}}, {{Trn|Ultimate WANTED 4}}, and {{Trn|MAJOR UPSET}}. His best placement is 31st on the [[OrionRank Ultimate: Eclipse]].
*{{Sm|BassMage|USA}} - The best Jigglypuff player of all-time who has been competing since the early metagame but became well-known in the post-online metagame. His strong performances at majors, which includes placing top 8 at multiple majors including 7th at {{Trn|Ultimate WANTED 4}} and {{Trn|Battle of BC 6}}, and top-level wins, such as {{Sm|Glutonny}} at {{Trn|Smash World Tour 2021 Championships}} and {{Sm|Riddles}} at {{Trn|Rise 'N Grind 2023}}, helped reverse opinions on Jigglypuff's viability towards a more positive direction. He remains the only Jigglypuff player ever ranked top 50 globally, having peaked at 31st on the [[OrionRank Ultimate: Eclipse]].
*{{Sm|Cannon Red|USA}} - One of the best Jigglypuff players in the United States, although he rarely travels outside his region. He notably placed 7th out of 256 players at the regional {{Trn|Ultimatum 2}} and has defeated players such as {{Sm|MVD}}.
*{{Sm|Senra|Japan}} - The second-best Jigglypuff player of all-time first known for placing 9th at {{Trn|KOWLOON 2}} defeating {{Sm|Nietono}}. He has since became the best Jigglypuff player in Japan, including placing 9th at {{Trn|Maesuma TOP 14}} defeating {{Sm|Asimo}} and 13th at {{Trn|Kagaribi 9}}; in addition, his 5th-place finish at {{Trn|UltCore}} defeating {{Sm|Kaninabe}} marks the best Jigglypuff placement at a major. He is the second Jigglypuff player ranked globally, ranking 91st on the [[LumiRank 2023]].
*{{Sm|Senra|Japan}} - The second-best Jigglypuff player of all-time. He is the second Jigglypuff player to place top 8 at a major, doing so by placing 5th at {{Trn|UltCore}}. Since mid-2022, he has also placed top 64 at several majors, including 13th at the supermajor {{Trn|Kagaribi 9}}.


===Tier placement and history===
===Tier placement and history===
During the early metagame, opinions on Jigglypuff's viability were rather low, with most top players, including {{Sm|Marss}}, {{Sm|Dabuz}}, and {{Sm|Zackray}}, considering the character to be low-tier at best, because, although Jigglypuff moderately improved in its transition from ''SSB4'', it still held exploitable weaknesses carried over from the previous game, with some players arguing that its matchup spread, neutral game, and KO options remained poor. Despite receiving buffs in patch 6.0.0, the efforts of players such as {{Sm|Arika}} and {{Sm|BassMage}}, and positive opinions from players such as {{Sm|MkLeo}}, {{Sm|ESAM}}, and {{Sm|Maister}}, Jigglypuff saw low representation and a slow-developing metagame both offline and online compared to other low-tier characters.  
During the early metagame, opinions on Jigglypuff's viability were rather low, with most top players, including {{Sm|Marss}}, {{Sm|Dabuz}}, and {{Sm|Zackray}}, considering the character to be low-tier at best, because, although Jigglypuff moderately improved in its transition from ''SSB4'', it still held exploitable weaknesses carried over from the previous game, with some players arguing that its matchup spread, neutral game, and KO options remained poor. Despite receiving buffs in patch 6.0.0, the efforts of players such as {{Sm|Arika}} and {{Sm|BassMage}}, and positive opinions from players such as {{Sm|MkLeo}}, {{Sm|ESAM}}, and {{Sm|Maister}}, Jigglypuff saw low representation and a slow-developing metagame both offline and online compared to other low-tier characters.  


Following the return of offline events, however, a Jigglypuff renaissance took place to improving results from several Jigglypuff players such as Arika, BassMage, and {{Sm|Senra}}. BassMage began traveling more often, and has not only seen several high placements at major tournaments, but has defeated and went neck-to-neck with several top players as well. The improved results, along with additional buffs, helped the character's perception shift in a positive direction. Due to its steadily improving results, numerous buffs, and widespread representation, Jigglypuff is generally considered a mid-tier character which is reflected by its 59th ranking on the current tier list. Nevertheless, most people agree that Jigglypuff is far superior to its iteration in ''SSB4'', where it was considered the worst character in the game for most of the game's lifespan.
Following the return of offline events, however, a Jigglypuff renaissance took place to improving results from several Jigglypuff players such as Arika, BassMage, and {{Sm|Senra}}. BassMage began traveling more often, and has not only seen several high placements at major tournaments, but has defeated and went neck-to-neck with several top players as well. The improved results, along with additional buffs, helped the character's perception shift in a positive direction. Due to its steadily improving results, numerous buffs, and widespread representation, Jigglypuff is generally considered a mid-tier character which is reflected by its 60th ranking on the current tier list. Nevertheless, most people agree that Jigglypuff is far superior to its iteration in ''SSB4'', where it was considered the worst character in the game for most of the game's lifespan.


=={{SSBU|Classic Mode}}: All Original, All 64==
=={{SSBU|Classic Mode}}: All Original, All 64==