Jigglypuff (Super Smash Bros. Melee)


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

Jigglypuff, known in Japan as Purin (, Purin), is an unlockable character in Super Smash Bros. Melee from the Pokémon series, making a return from the original. Jigglypuff retains most of its moves from the past game, though with some fixes.

Tier list and Tier List Controversy
It is currently ranked 6th on the SSBM tier list (tied with Captain Falcon) due to Jigglypuff's excellent air mobility, excellent combo ability, and good priority. However, some of Jigglypuff's moves are amongst the shortest in the game, and Stale-Move Negation tends to set in quickly and noticeably with its moves. This tier list position has recently, as of early 2008, been considered a controversy.

This is due to some of the top players in the world actually maining Jigglypuff and winning the top ranked tournaments, such as Revival of Melee 1 and Genesis. Mango (the top US Smash player), Darc (the top East Coast Jigglypuff), and HungryBox (the second best Jigglypuff after Mango) have been winning consistent tournaments. Another major example of this was at *Pound* 4, the largest Melee tournament that ever occurred (around 360 people), had two Jigglypuff players in the Grand Finals (being HungryBox and Mango, respectively). This is due to the inability for most characters to combo Jigglypuff. Jigglypuff is said to have the easiest zero-to-deaths and the best camping ability in Melee.

How to unlock

 * Completing Classic/Adventure mode on any difficulty/stock
 * Playing 50 vs. matches.

Attributes
Jigglypuff is, in general, a character of extremes. It has the slowest dash speed (along with Zelda), the fastest air speed, the second lightest weight (along with Mr. Game & Watch), and the slowest falling speed. Jigglypuff will spend most of its time in the air, as it has 5 mid-air jumps, good aerial mobility due to the aforementioned slow falling speed and fast air speed, and a solid set of aerials. Its aerial maneuverability allows itself to weave in and out to attack (Ex. Wall of Pain). It also allows Jigglypuff to have very long recovery and great edgeguarding tactics.

Jigglypuff's neutral special move, Rollout, is very powerful, has high priority, and covers a great distance. However, it requires charging, can lead to a self-destruct if players are not careful, and puts Jigglypuff into a helpless state if used in the air. Its side special, Pound, has relatively poor range and a bit of starting lag, but it has extremely high priority and can make Jigglypuff's recovery infinite (see Rising Pound). Its up special, Sing, puts enemies to sleep. This is next to useless when the opponent is at low damage because the opponent will wake up and attack Jigglypuff before it finishes singing. At higher damage, though, the opponent stays asleep longer. This means Jigglypuff can finish the opponent off with a smash attack or Rest. However, it will not help Jigglypuff recover, unlike most other Up Specials. Rest has very low range and leaves Jigglypuff extremely vulnerable if it misses, but if the attack lands, it KOs an opponent at almost any percent. Rest comes out in one frame (making it tied with Reflector for the fastest move in the game) and provides invincibility frames until Jigglypuff closes its eyes.

Jigglypuff is immune to most chain grabs and combos because it is very light, very floaty, is small, and has excellent DI (among the best in the game). Jigglypuff can combo itself due to huge priority and low knockback attacks. Jigglypuff does lack a projectile, but its very low crouch allows it to dodge many projectiles from opponents. If Jigglypuff's shield breaks on a stage with no ceiling, Jigglypuff will be Star KOd (See Shield Jump), but Jigglypuff's shield is large in relation to its body. Another problem is that Jigglypuff has a poor wavedash due to its high traction, but Jigglypuff spends most of its time in the air anyway.

Jigglypuff biggest weakness are its poor range and extremely low weight. While good for a character of its size, Jigglypuff's range is still short. In addition to being lightweight, Jigglypuff is also floaty. This makes it very easy to KO from any side of the screen. Good Jigglypuff players need to continuously combo the opponent, as a single powerful hit can be devastating to Jigglypuff.

Normal

 * Neutral Attack- Two fast jabs. The first hit does 2-3%, the second does 3-5%. The first hit, though low in range, has good enough hitstun to be L-cancelled into a grab, into a tilt, or into itself. The second hit is good for spacing.
 * Forward tilt- Quick roundhouse spin, with foot extended. 10%, move gets stale very quickly.
 * Down tilt- Quickly extends its foot downwards as a Drill Kick. 10%.
 * Up tilt- Extends its foot upwards quickly. Surprisingly good at combos, can chain into it at low percents, and at higher percents it is a great setup for an aerial attack. 9%
 * Dash Attack- A generic dash attack, trips and falls head-first. Somewhat fast, but predictable. 12%

Smash Attacks

 * Forward Smash- Does a small hop forward with foot extended. Minor startup and ending lag, but good finisher at higher %'s. 17% damage.
 * Down Smash- Enlarges both feet below it. Great for spacing, if used near the edge can lead into an edgeguarding kill. 12% damage.
 * Up smash- Rocks it's head up. Though having small startup and ending lag, it is good for leading into aerial combos or finishing. 14%.

Other Attacks

 * Ledge attack- Gets up on stage, foot extended. 6% damage.
 * 100% Ledge attack- Slows gets up and spins it's body in a similar fashion to down smash. 6% damage.
 * Get-up attack- Gets up and spins body in a similar fashion to down smash. 8% damage

Aerial Attacks

 * Forward Aerial- Undoubtedly one of Jigglypuff's best moves, fastly extends both feet in front of itself. It has good priority and excellent knockback for edgeguarding. This move is the backbone of most of Jiggly's aerial combos. 12% damage.
 * Neutral Aerial- Squishes itself and extends it's feet. Good priority and also decent spacing move. 12% damage has Sex Kick priorities, as it gets somewhat weaker as it's out.
 * Down Aerial- A Drill Kick. Not much hitstun, though has good amount of damage when all hits connect. 11% damage if all hits connect.
 * Back Aerial- Similar to it's forward aerial, this move is Jigglypuff's key tool for edgeguarding. Suddenly turns around and kicks. Good speed and priority. 12% damage.
 * Up aerial- Waves it's hand up in an arch. Not the best aerial killer, though excellent for juggling. 11% damage.

Grabs & Throws

 * Pummel- Punches foe in the stomach. 2-3% damage per hit. Somewhat slow.
 * Forward Throw- Puff itself up and launches foe in front. Surprising knockback for a throw of Melee, can lead into an edgeguard kill near the ledge. 12% damage.
 * Up throw- Tosses foe above itself. Can lead into aerial combos against fast fallers. 11% damage.
 * Back throw- Similar to Kirby's, takes foe and throws them behind while going on it's back. 10% damage.
 * Down throw- Grinds foe with itself on the floor. 8% damage.

Changes from N64 to Melee

 * New Neutral B (Rollout). Pound is now Jigglypuff's Side B.
 * Pound is a lot faster in terms of starting lag, ending lag and duration. This allows it to combo more easily, especially on fast fallers.
 * Rest has much more knockback, while now setting the opponent on fire.
 * New Forward throw (Its old forward throw is now its up throw) and Back throw.
 * Up tilt is slower.
 * Neutral aerial and up aerial both have reduced knockback (and range in the Nair's case).
 * Fair and Bair have doubled in range.
 * The sex kick effect of Fair lasts for a shorter time.
 * Bair no longer has a weak 9% damage hit if it hits at the very end of the animation.
 * More range overall.
 * Dair drill kick has been halved in damage (from 30% to 15%) and gives very little stun.
 * Falls faster (though it is still the floatiest character).
 * Higher priority, particularly on aerials (Nair).
 * Down Smash's hitbox doesn't stay out for as long as it did.
 * Teleport has been removed.
 * More aerial maneuverability.
 * Sing sleeps opponents for longer.
 * Down tilt no longer knocks the opponent slightly up and out, but sends them skidding away.
 * Red and Green costumes are no longer a bow. (Red is now a flower, green is a headband)
 * All jumps give height. (In SSB, its 4th midair jump gave next to no height and the 5th merely stalled it in the air for a couple of frames giving no height at all)
 * New Taunt.
 * Now, when Jigglypuff loses or a match is reset, it moves its head both ways continuously rather than stopping.
 * Better overall matchups (no longer a "glass-cannon" like in smash 64)
 * Easier to Rising pound

Techniques

 * Wall of Pain: Repeatedly using front or back aerials on an opponent, sometimes even off the stage.
 * Pillow Rest: On any breakable surface (Blocks in Yoshi's Island, Green Greens, and Mushroom Kingdom.) Down throw an opponent and right after the throw breaks the block, the throw is interrupted and both characters fall. Rest right after the block breaks and it will almost always hit the opponent.
 * Space Animal Slayer: As one might guess, it is useful against Fox, Falco and to a lesser extent Captain Falcon. Up throw or up tilt them, chase the DI and then Rest them. It is a very effective technique
 * Jigglypuff is famous for its very long recovery. With Pound, five mid-air jumps and an air dodge, Jigglypuff has many resources with which it can recover.  It can use Rising Pound repeatedly to move any length horizontally without losing height, and by using Rising Pound in between each mid-air jump, Jigglypuff can also attain a very high vertical recovery. Because of the great length and flexibility of its recovery, Jigglypuff is able to perform feats, such as the reverse Hyrule Jump and traversing the underside of Corneria, that few if any other characters can match.

Trophy Descriptions
In addition to the normal trophy about Jigglypuff as a character, there are two trophies about it as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Jigglypuff on any difficulty:


 * Jigglypuff (Smash Red)
 * Jigglypuff's normal attacks are weak, and because of its light weight it's easily sent flying. However, with its incredible midair agility, it seems to dance when airborne. Rollout is a powerful speed attack, but be careful not to fly off the edge. Pound does serious damage, and it can also help as a recovery move.
 * (B: Rollout, Smash B: Pound)


 * Jigglypuff (Smash Blue)
 * Jigglypuff can put its enemies to sleep if they are in range of its Sing attack, although the attack does not work on airborne foes. Rest puts Jigglypuff into a deep sleep, but at the instant it drops off, an intense energy force radiates out of the exact center of its body. If this force comes in contact with an enemy, look out! Rest is Jigglypuff's wild card. 
 * (Up & B: Sing, Down & B: Rest)

Trivia

 * Jigglypuff is one of the four unlockable characters to be shown in the game's introduction. The other three being: Ganondorf, whose fist is shown briefly alongside Link and Zelda's hands; Pichu, who appears near Pikachu right before Jigglypuff appears; and Young Link who is shown shortly before Link is.
 * A cpu Jigglypuff will never use Rest or Rollout (though a cpu Kirby will use Rollout should he swallow and copy Jigglypuff, though he will never charge it). Also, if a cpu Jigglypuff uses all of its jumps while recovering, it will use Sing instead of using an air dodge or Pound while trying to recover.
 * Excluding Luigi, Jigglypuff is the only Unlockable character in Melee that also appeared unlockable in the original.
 * Changing an English copy of SSBM to Japanese will actually change Jigglypuff's voice actor. Jigglypuff is the only character who's voice changes completely.
 * Although Jigglypuff is in the high tier, Jigglypuff's lowest matchup is against Pikachu, who is in the low tier.