Jigglypuff (Super Smash Bros.)


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

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

Description
''The Balloon PKMN with the big, round eyes. It sings a soothing melody, sending those that hear it to sleep. When mad, it puffs itself up. As a Balloon PKMN, its body is light, weak, and easy to knock away.''


 * Works: Pokémon (GB)

How to Unlock
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. The battle takes place in Saffron City. Defeating it will add Jigglypuff to the roster. Jigglypuff is often considered the first unlockable character (although this isn't necessarily true).

Attributes
To many novice players, low knockback is often considered a bad thing. But to the competitive Smasher, Jigglypuff's low knockback attacks, combined with low lag and great aerial maneuverability makes it a good character to combo with. Its great aerial mobility makes up for the fact that it has the slowest dash speed. Jigglypuff also has in its arsenal surprisingly powerful finishing attacks, such as its up smash. Unfortunately, Jigglypuff is very reliant on comboing for its KOs; 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 KO'd.

Jigglypuff's specials are "extreme" moves. This means they have some very good things about them, but also some very poor things about them. Its neutral special move (pound) has short range (like all of Jigglypuff's moves) and a little bit of starting lag, but it has incredibly high priority, does much damage to shields, and gives Jigglypuff amazing horizontal recovery. Its down special move (rest) is known for having incredible strength if it connects, extreme ending lag, very fast starting time, very poor range, and providing invincibility frames until its eyes close. Its up special move (sing) should not be used on opponents with low damage, but at high damage, it can lead to a finisher like rest or up smash.

On the receiving end, Jigglypuff's floatiness, low weight, and small size make it difficult to land long combos on it. Furthermore, Jigglypuff's slow falling speed, five midair jumps, the fastest air speed, and rising pounds allow it to recover from almost any distance. On the downside, its slow falling speed makes Jigglypuff very easy to juggle. Light weight also has its downside, 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 its vertical recovery. Especially dangerous are spikes. If Jigglypuff's shield breaks when there is no ceiling, it will be Star KOed (although it does have the largest shield, which helps this problem).

Jigglypuff also suffers from the lack of range. It has no projectile (although it can dodge opponents' projectiles due its very low crouch), and unlike Kirby and Pikachu, it lacks attacks with huge invisible disjointed hitboxes. This severely limits its approach, forcing the player to rely on mindgames to land that first hit.

In matchups, Jigglypuff more of a "Glass Cannon." Jigglypuff is either really good or has some of the worst matchups in the game. For example, DK vs Jigglypuff is considered 65-35 DK and Luigi vs Jigglypuff is even worse at 70-30. However, there are a few matchups where Jigglypuff is very good, as in vs Falcon for example. Jigglypuff can also teleport in order to approach better as well.

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 cool down 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 its 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 N-air. Jigglypuff spins and kicks backwards. This attack has low knockback and can be chained into more B-airs, although it isn't as effective as Melee ' s Wall of Pain. Jigglypuff extends its 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 its 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%

Taunt

 * Inflates, puts its arms in front of it, then rocks to its right, then to its left, then to its right again, accompanied by it saying "Jigglypuff!".

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 its descent. Yet, the player should be warned, as tilting up to soon can cause it to Sing.

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 its 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.

Trivia

 * Despite that Jigglypuff is usually the first to be unlockable, it's possible to make Jigglypuff last to be unlocked.