Talk:Jigglypuff (PM)

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Pokemon gender for Project MEdit

Should we have gender-neutral pronouns for all of them, or go according to how the Project M team describes them as in their character pages? --Timson622222 (talk) 19:37, 21 November 2013 (EST)

I usually prefer "it" since we actually don't know what the gender of these Pokemon are. Dots (talk)   The 80's 20:25, 21 November 2013 (EST)
I actually prefer 'her', as it's what the P:M team describes her as. So it's confirmed, at least in the P:M-verse. Jigglypuff the Magic Dragon (talk) 21:15, 21 November 2013 (EST)
Yeah, that's what I was thinking. In the PM ambit, Pokemon are referenced to as specific genders (while in the regular Smash universe, they aren't). The problem with this, though, is that this would cause inconsistency with the rest of the wiki. What does everyone else think? --Timson622222 (talk) 21:29, 21 November 2013 (EST)
According to Bulbapedia, it does have a 75% chance that its a female so calling it as a "she" won't hurt too much. But since it doesn't have a gender difference, I myself would prefer "it" to call Pokemon unless if one has a said gender difference or if a Pokemon can only be one gender. Dots (talk)   The Marine 21:46, 21 November 2013 (EST)
Along with the aforementioned P:M lingo and 75% female, would the female costumes have any significance? Jigglypuff the Magic Dragon (talk) 21:48, 21 November 2013 (EST)

I think we should just drop the "it" from the Wiki altogether and go with the commonly referred to pronoun. SmashWiki is not official, so we're not obligated to go with "it". So change Jigglypuff's "it" to "her/she", and Pikachu/Lucario/Mewtwo to "he/his/him". Omega Tyrant   22:29, 21 November 2013 (EST)

I'm down with this. It'll be easier for everyone. — Jigglypuff the Magic Dragon (talk)   22:44, 21 November 2013 (EST)
Meh, don't feel too comfortable with this but since this wiki doesn't have to be formal or professional writing-like, I'll take it. Dots (talk)   The G-Man 23:31, 21 November 2013 (EST)
That kind of significant change should probably be discussed here, not here. Toomai Glittershine   The SMASH-GINEER 00:05, 22 November 2013 (EST)

Alternate costumeEdit

Is the Fairy-style costume really an alt? It's not in the 'special' bit when you flick through the recolors. I thought it was based off of the Melee blue palette, anyway. And besides, wouldn't we have to count the green hat as an alt costume as well if we include the Fairy costume? — Jigglypuff the Magic Dragon (talk)   18:18, 17 December 2013 (EST)

Honestly, I don't think it's an alt because 3.0 had it as one of its regular "colors" (I hate using that terminology, but just for clarity's sake I'll use it). All characters on 3.0 had a "Special" tag for alternate costumes and had an alternate image for it. This one was not marked special NOR has an alternate image, so that can only mean that it was one of its primary colors. Pikachu's Pirate hat was marked as special even though it does not have an alternate image. If it were an alternate costume, 3.0 would have said so. That is not the case for Jigglypuff, however. Dragon5 (talk) 19:29, 16 January 2014 (EST)

Attributes Section ContentEdit

I'm no HBox, but I've got a decent amount of experience with it in Project M. Seeing as the thing was just a link, I made a little draft for the Attributes section. Yeah, my writing sucks. Yeah, the stuff on it is probably entirely subjective. Yeah, a lot of information is omitted. But I figured some PM people here with more experience could fix it up a bit and such to make it more appealing, let alone give them something to work with. Anyways, here's the stuff I typed up.


See Jigglypuff (SSBM)

Jigglypuff returns to its iteration from Melee. Like previous versions of the character, Jigglypuff is a unique fighter in Super Smash Bros.; With a fast air speed and a good combo game yet slow ground movement options and a lightweight physique, Jigglypuff possesses many extremes.

Jigglypuff relies heavily on its aerial and offstage game With five mid-air jumps, a low fall speed, and high air speed, Jigglypuff has arguably the best recovery in the cast. Complimenting its air mobility is its aerial attacks. The large hitboxes on its back-aerial and forward-aerial allows a good Jigglypuff player to effectively create a wall to block off most approaches from its opponent with little risk. Forward-aerial can string into more aerials while also acting as an effective edge-guarding tool. Back-aerial is Jigglypuff's most powerful aerial. With a surprisingly long hitbox about twice the length of its leg, Jigglypuff can combo into multiple back-aerials to keep opponents off the stage. Owing to its multiple jumps and rising Pound, Jigglypuff can utilize its aerials to hit opponents off the stage and safely edgeguard for early stocks. Due to the Pokémon's light weight, it helps Jigglypuff with avoiding combos, giving it enough time to drift away from the opponent to act out of hitstun with a jump or a counterattack.

Jigglypuff's most powerful tool is Rest. Activating on the first frame while simultaneously granting short intangibility, a successful Rest guarantee a stock at very low percentages. However, Rest leaves Jigglypuff vulnerable for about five seconds that can leave it to a powerful punish if Rest doesn't connect, effectively making it a high-risk, high-reward move. Most Rest setups can be achieved at low percents with its up-tilt and up-air. Crouching is also a useful utility to Rest the opponent. Thanks to its short crouch animation, Jigglypuff can duck under grabs from taller characters to punish with Rest or crouch cancel moves like dash attacks to punish with Rest.

However, while Jigglypuff has powerful strengths, he also has glaring weaknesses. While Jigglypuff is undisputed in the air, his ground game is very weak. This forces Jigglypuff to stay airborne, making grabs hard to attain and shields harder to punish. Jigglypuff's weight makes it notoriously easy to KO, even more-so on higher platforms; an up-smash from Fox is able to KO Jigglypuff at 80%. When Jigglypuff's shield is broken, he is given a substantially large amount of vertical knockback which will always kill it unless it is blocked by a ceiling, making shielding a riskier move compared to the rest of the cast. Also, outside of Rest and Pound, its other Specials are entirely situational. While Rollout is powerful, it is incredibly slow to charge and easy to block against.

Overall, Jigglypuff's priority should be to get its opponent in the air to chip in damage and knock them offstage with a back-aerial. Another option is to setup a Rest combo, but this should be done at lower percents. However, it needs to play carefully and keep a close eye on its percentage. A strong tilt or smash attack is all it takes to launch a Jigglypuff to the blastzone at high percentages.


70.170.49.157 05:05, 18 March 2017 (EDT)

Looks good. Here's a few things to be aware of for next time:
  • Always italicize names of games or franchises. Melee = bad, Melee = good. The Pokemon series = bad, The Pokémon series = good (and exception to this one is if you refer to a specific Pokémon e.g. "The Pokémon has a light weight so it can easily be KO'ed.")
  • For the purposes of this wiki, Pokémon are considered to be gender-neutral.
  • This wasn't particularly biased. Good work, we hope to see more contributions from you in the future! John   HUAH! 14:10, 18 March 2017 (EDT)