Jigglypuff (Super Smash Bros.)


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

Jigglypuff (, Purin in original Japanese language versions) is a hidden character in Super Smash Bros. Cute, floaty, and weak, Jigglypuff is often neglected. However, expert Smashers can use and abuse Jigglypuff's low knockback attacks and floatiness to their advantage.

How to Unlock Jigglypuff
Upon clearing 1P Mode at any difficulty and with any number of stocks or continues, the player will be challenged by a CP controlled Jigglypuff. Beating it will add Jigglypuff to the roster. Jigglypuff is often considered the first unlockable character (although this isn't necessarily true).

Jigglypuff in Competitive Play
To many novice players, low knockback is often a bad thing. But to the competitive Smasher, Jigglypuff's low knockback attacks, combined with low lag and great aerial maneuverability makes it the perfect character to combo with. Indeed, Jigglypuff is often called the king (or queen) of the combo by many expert SSB players. Jigglypuff also has in it's arsenal surprisingly powerful finishing attacks, such as the infamous Rest. Unfortunately, Jigglypuff is very reliant on comboing for it's kills; if the Jigglypuff player fails to land the finishing blow, it is not unusual to see the opponent's health go upwards to 150% before being KOed.

On the receiving end, Jigglypuff's floatiness makes it difficult to land long combos on it. Furthermore, Jigglypuff's slow falling speed, five midair jumps, and rising pounds allow it to recover from almost any distance. Light weight has its downside however, as Jigglypuff will often be knocked out at premature percents. Also, despite Jigglypuff's great horizontal recovery distance, the lack of a real third jump handicaps it's vertical recovery. Especially dangerous is the Mario Brothers' Pseudo-Spike.

Jigglypuff also suffers from the lack of range. It has no projectile, and unlike Kirby and Pikachu, it lacks attacks with huge invisible disjointed hitboxes. This severely limits it's approach, forcing the player to rely on mindgames to land that first hit.

Pros

 * Great at juggling and comboing
 * Very good edgeguarder
 * Very long horizontal recovery due to Rising Pounds
 * Powerful Down+B
 * Small target
 * Difficult to combo
 * Largest shield

Cons

 * Lightest character in the game
 * Easy to KO
 * Down Special leaves Jigglypuff vulnerable if player misses
 * Automatically dies when her shield breaks
 * Low range
 * No projectile
 * Vulnerable vertical recovery
 * Slow dash

Neutral A Combo
Jigglypuff's jab is usually used in the middle of combos for some extra damage. The second jab is rarely used due to it having more cooldown lag. As with most A combos, the combo can be restarted by flicking down on the control stick after a hit.
 * A - Jab = 3%
 * A A - Double Jab = 4% (total 7%)

Tilt Attacks
Like most forward tilts, Jigglypuff's forward tilt has three angles--up, down, or forward. The knockback angle can be adjusted according to the angle of the attack. Hitting just slightly in front, Jigglypuff's down tilt sends the opponent upwards at a 45 degree angle. This attack is similar to the up-angled forward tilt, with the main difference being that it has more cooldown lag. Jigglypuff swings a foot behind, hitting above it's head for a low-knockback attack that sends the opponent up at a steep angle. If hit at the correct spot, this attack can be used repeatedly as an up tilt chain or as a setup for more powerful attacks.
 * Forward tilt - Roundhouse = 8%
 * Down tilt - Crouch Kick = 10%
 * Up tilt - Back Kick = 10%

Smash Attacks
This attack sends Jigglypuff forward with a quick burst of speed. One thing to note is that the hitbox comes out near the end of the attack, so if spaced and timed correctly, the opponent can grab the oncoming Jigglypuff before the attack connects. Jigglypuff does a split, sending opponents on either side at a low angle. The hitbox extends quite a bit beyond Jigglypuff's feet, and this disjointed hitbox is most often used for edgeguarding, as it allows the player to avoid getting hit by the recovering opponent while still being able to prevent the opponent from grabbing the ledge. Jigglypuff rocks it's head back then forward for an attack. If the opponent is hit early, this attack sends the opponent straight up for quick, low-percent kills. At the last few frames of the attack, the hitbox exists only in front of Jigglypuff and sends the opponent forward with much less knockback. This attack is often used as a finisher.
 * Forward smash - Furious Kick = 16%
 * Down smash - Split Kick = 16%
 * Up smash - Headbutt = 18%

Dash Attack
A generic dash attack, Jigglypuff trips over and slides, hitting opponents in front of it.
 * Dash attack - Flying Headbutt = 10%

Aerial Attacks
Jigglypuff extends a foot out, sending the opponent back. This move comes out quickly, has a decent-sized, disjointed hitbox, and lasts for quite a while. One thing to note is that this is a sex kick, meaning that it loses power (in terms of both damage and knockback) the longer it is held out. Unlike most forward aerials, this one has sex kick-like properties--it loses power with time and lasts for quite a while. This attack is often considered a weaker and shorter ranged version of Jigglypuff's nair. Jigglypuff spins and kicks backwards. This attack has low knockback and can be chained into more bairs, although it isn't as effective as Melee's Wall of Pain. Jigglypuff extends it's foot backwards, but depending on where the opponent is hit, it may send them in the opposite direction of the kick. Like all drill kicks (other than Kirby's), this attack has very low knockback and traps the opponent. When Jigglypuff lands while hitting the opponent with this attack, it can be followed up with almost any ground attack, depending on the DI. Jigglypuff slaps upwards, making an arc with it's hand, sending opponents upward. The hitbox extends throughout it's body. Because the knockback is consistent throughout the hitbox, if the opponent is hit at the lower part of the hitbox, it may set up for aerial combos.
 * Neutral aerial - Aerial Kick = 14% (down to 7%)
 * Forward aerial - Double Kick = 8-13%
 * Back aerial - Spin Kick = 13%
 * Down aerial - Drill Kick = 3% per hit (total 10 hits)
 * Up aerial - Slap = 16%

Throws
Unlike most forward throws, this throw sends opponents straight up. This is both a blessing and a curse as the attack rarely kills and can't set up for edgeguards, but at low percents, it can be useful for combos. Jigglypuff throws the opponent backwards. This throw is among the most powerful throws in the game, knockback-wise.
 * Forward throw = 14%
 * Back throw = 16%

Special Moves

 * Neutral B: Pound
 * Up B: Sing
 * Down B: Rest

Teleport
See teleport

Rising pound
Right after executing Jigglypuff's Pound, the player has the option of tilting the control stick up or down, resulting in a slight movement in that direction during the Pound. Holding up after the Pound is called the "Rising Pound" and assists in horizontal recovery by allowing Jigglypuff to move forward while slowing down it's descent.

Combos
Jigglypuff has a wide assortment of low-trajectory attacks as well as three high-knockback ones (Rest, back throw, and up smash), as well as a unique throw, which has earned it the reputation of having some of the most effective and most easy-to-perform combos. Most beginners utilize it's drill kick and up tilt while advanced players tend to experiment more with aerials, forward throw, and the different hitboxes that exist in the Pound attack.