Jigglypuff (Super Smash Bros. Brawl)


 * This article is about Jigglypuff's appearance in Super Smash Bros. Brawl. For other uses, see Jigglypuff.

Jigglypuff, known in Japan as Purin (, Purin), is a character in Super Smash Bros. Brawl. To unlock Jigglypuff, you can play 350 Brawls, and then defeat Jigglypuff. To unlock Jigglypuff through 1-Player modes, you can find Jigglypuff in the Swamp stage after completing the Subspace Emissary. It can be found through the first door after defeating the Shadowbug clone of 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.

Jigglypuff holds the distinction of being the last returning character that is able to be unlocked. Ironically, it was usually the first character unlocked in the first two games. It is 35th on the current Brawl tier list due to poor match-ups, a reduction in priority, and the reduced hitstun in Brawl, meaning that it is no longer able to combo as easily as before.

Attributes
Jigglypuff's fighting style is unique as it will spend most of its time in mid-air, as it is designed to be the ultimate mid-air brawler. With 5 jumps, combined with the second highest air speed (only second to Yoshi), the lowest falling speed and Rising Pound, Jigglypuff dominates in aerial combat, and with its powerful F-air and B-air 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 also has many attacks with good priority and decent knockback, allowing for good combo ability. 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 1 frame - faster than a shield - this allows for avoiding some final smashes (e.g. Marth's Critical Hit), and other 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 does lack projectiles, but its great aerial mobility helps it dodge many of them easily. It is also said to be short-ranged, but in the air, its momentum carries through its attacks, and the hit-boxes are often longer than expected (Pound, Uair, and its Sex Kicks). In addition, if Pound is used in the air, it serves as an effective horizontal recovery move.

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 chaingrabs with the exception of the few one that are affective against floaty characters). Also, most of Jigglypuff's attacks have very low range (being light and poor ranged makes approaches very dangerous) and a medium amount of ending and/or starting lag. Another weakness is, upon breaking its shield, Jigglypuff will be sent for a Star KO, though its shield size is very large. Because Jigglypuff's dash speed is the slowest, it is over-reliant on travelling in the air for mobility. Jigglypuff is a character of extremes, having the slowest falling rate, the second-fastest airspeed, 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 b-air. The 2nd disadvantage is that when fast-falling is advantageous, in up-drafts, or scrolling stages, Jigglypuff can be killed off the top easily. The 3rd disadvantage is that it makes a character much more vulnerable to vertical KO to make Jigglypuff very easy to KO at any part of the screen.

Changes from Melee to Brawl

 * Rest has significantly less knockback and initial damage, and adds a flower on the opponent's head instead of having a fiery effect.
 * Down Throw now only does damage when the opponent is thrown, not during the rolling part of the attack.
 * Blue and green costumes have changed. Blue is now a sunhat, 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.
 * Bair has less knockback.
 * Fair and Dair are stronger.
 * Much heavier, although it may appear lighter since it is no longer tied in weight with Mr. Game & Watch (has a weight rating of 65 in Melee and ~84 in Brawl) and Pichu (lighter than Jigglypuff) was removed.
 * 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.
 * No longer becomes helpless when Rollout is used in the air.
 * Almost all of Jigglypuff's movements now make a cute, squeaky, rubbery, puffy sound, including midair jumps and attacks.
 * Due to Zelda's running speed being increased, it is no longer tied with Zelda for the slowest dash speed and now is the slowest.
 * Rollout has two stages of being "fully charged": 'Fully Charged' and 'Super Charged' (see Rollout).
 * Pound only has vertical knockback instead of knocking the opponent up and behind Jigglypuff.
 * Floatier, which makes midair jumps give more distance.
 * Faster midair acceleration, but now second to Yoshi.

Normal

 * Neutral Attack - Two very quick, yet extremely short ranged slaps. Great for jab locking. Both slaps do 3%.
 * Dash Attack - Dives forward, head first. Has good horizontal knockback and can KO the average character at 150+%. Easily shieldgrabbed in most cases. Does 12% damage.
 * Strong Side - Spins once while kicking. Short ranged. Does 10% damage. Can be be angled.
 * Strong Up - Lifts its foot behind it, attacking upward. Main hitbox is behind Jigglypuff, although there is a small weaker one in front of it. Does 8% damage.
 * Strong Down - Ducks down and sticks its foot out. Has average startup and ending lag, but decent range for Jigglypuff. Poor knockback, but then good for ground combos. Does 10% damage.

Smash

 * Side Smash - Slides forward while keeping foot stuck out. Long duration, but high starting and ending lag, but strong knockback. Does 22% damage fully charged. (16% Uncharged)
 * Up Smash - Headbutts upward. Works well with DACUS. Strong Knockback. Does 18% damage fully charged (13% Uncharged)
 * Down Smash - Puffs downward, kicking to both sides. Has very strong knockback, but short ranged. Does 16% fully charged.

Other

 * Ledge Attack - Turns and kicks. Does 6% damage.
 * 100% Ledge Attack - Gets up and kicks around. Does 6% damage.
 * 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. Does 10% damage. (6% towards end of Kick)
 * Forward Aerial - Dropkicks forward, the upper hitbox being it's sweetspot, and the tip and lower hitbox being it's sour spot. Is a good finisher. Does 12% damage. (Sourspot = 10%) Good for a Wall of Pain.
 * 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.
 * 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%.
 * Down Aerial - Spinning drill kick. Does 16% maximum damage and can lead into a rest.

Grabs & Throws

 * Pummel - Slaps with its tuft of hair. Does 3% damage. - very slow for a pummel.
 * Forward Throw - Puffs once, hitting opponent forward. Low knockback, but combos well. Does 10% damage.
 * Back Throw - Back suplexes opponent. Decent knockback. Does 10% damage.
 * Up Throw - Spins once and sends opponent up. Does 10% damage. Good finisher. Often OHKO on matches where enemies' launch resistance is decreased, such as Easy/Normal level of All-Star Mode or Multi-Man Mode.
 * Down Throw - Rolls back and forth on its opponent. Does 10% damage.

Role in Subspace Emissary
Jigglypuff does not play a major role in Subspace Emissary, being an optional character, much like Toon Link and Wolf. An extra door in swamp that leads to Pokémon Stadium 2, where Jigglypuff is performing a song appears after the Subspace Emissary has been finished. Jigglypuff is then fought after entering the door.

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

Trivia

 * Jigglypuff will fly to incredible heights if its shield breaks. This is called Shield Jumping. This is possible a reference to it being a "Balloon Pokémon".
 * Jigglypuff is the only veteran character to not have a role in the main story of Subspace Emissary, being unlockable only after its completion. This is possibly due to the fact that it would be able to skip entire level sections with its Shield Jump technique.
 * Although a veteran character, Jigglypuff is featured third to last in Roll Call, probably due to its late arrival in the game. This is odd as other locked veteran characters, upon unlocking, appear in their Melee roll call position. One exception is in 2P Event Match 21, where Jigglypuff is 12th to appear, with the other 11 veterans appearing before. It's quite possible that Jigglypuff was supposed to be put in this position, but shifted in the end for unknown reasons.
 * One of Jigglypuff's taunts involves it deflating and floating to the ground before reinflating. This is based on Jigglypuff's faint animation in battles on the consoles-based Pokémon games (e.g. ''Pokémon Stadium).
 * Jigglypuff and Squirtle are the only Pokémon in Brawl that don't have a trophy for any other Pokémon of their evolution line; all the other ones do. Oddly enough, the trophies are all for pre-evolutions. Despite Jigglypuff having one (Igglybuff), it doesn't have a trophy. However, an Igglybuff trophy appeared in Melee.
 * In Jigglypuff's cutscene in SSE, the screen in the background shows a red Smash symbol.
 * Coincidently, all of Jigglypuff's throws do 10% each.
 * Jigglypuff's last costume resembles Sleep Kirby from the Kirby series.