Jigglypuff (Super Smash Bros.)


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

Jigglypuff (, Purin) is an unlockable character in Super Smash Bros.. Expert Smashers can use and abuse Jigglypuff's low knockback attacks and floatiness to their advantage in several combos against heavier characters. Unfortunately, this advantage has been severely mitigated by Jigglypuff's own susceptibility to combos, which, combined with its light weight, has landed Jigglypuff in 9th on the current tier list. Jigglypuff is therefore the original "Glass Cannon" of Super Smash Bros. - and unlike Melee, Jigglypuff lacks the aerial prowess to compensate for its many shortcomings.

How to Unlock

 * Upon clearing 1P Mode at any difficulty 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. If the player fulfills Captain Falcon's or Ness's unlocking conditions before Jigglypuff is unlocked, however, the player will instead fight one of them. Thus, Jigglypuff could theoretically be the last character unlocked.

Attributes
To most novices, weak moves are seen as bad. But to the competitive Smasher, Jigglypuff's low knockback attacks - combined with low lag and great aerial maneuverability - make it a good character to combo with. Its great aerial mobility compensates for the fact that it has the slowest dash speed, for Jigglypuff has the fastest horizontal air movement in the game. Jigglypuff also has surprisingly powerful finishing attacks in its arsenal: its Up Smash, Up Air and Down B can easily function as finishers. Unfortunately, Jigglypuff is very reliant on comboing for its KOs; if the Jigglypuff player fails to land the finishing blow, it is not uncommon to see the opponent's health go upward to 150% before being KO'd.

Jigglypuff's game is all about spacing. Her N-Air has decent reach and extremely high priority, and has decent knockback if sweetspotted. Jigglypuff's F-Air works similarly, but like N-Air, it weakens over time, and has a relatively short reach. It does not have the disjointed hitbox of the N-Air, and it doesn't pack the same punch when sweetspotted. However, it is easier to use in a Wall of Pain combo. Jigglypuff's B-Air has a relatively large, disjointed hitbox. Jigglypuff's "drill" (its D-Air) sets the opponent up for combos and makes an ideal tease approach, serving as both a spacing technique and a disruptor. Jigglypuff's air game for approach is normally dependent on these four moves (especially the first three), and using the four of them properly is vital to be a successful Jigglypuff user.

Jigglypuff's specials are "extreme" moves. This means they have very strong advantages coupled with crippling drawbacks. Its Neutral Special Move, Pound, has short range (like virtually all of Jigglypuff's moves) and some starting lag, but contains incredibly high priority, great shield-breaking capabilities, and gives Jigglypuff amazing horizontal recovery. Its Down Special Move, Rest, is known for having incredible strength if it connects, extreme ending lag, nonexistent starting time (1 frame), very poor range, and invincibility frames until Jigglypuff's eyes close. Its Up Special Move, Sing, can stun opponents, but should be used sparingly. Jigglypuff can also accomplish a highly advanced tactic known as a teleport to slide across the stage and "sleep" its opponent (hit them with a Down B).

On the defense, Jigglypuff's floatiness, low weight and small size make it difficult to land long combos on. Furthermore, Jigglypuff's low falling speed, five midair jumps, the fastest air speed in the game, and rising pounds allow it to recover from any horizontal distance. On the downside, its slow falling speed makes Jigglypuff very easy to juggle, though its D-Air ameliorates this somewhat. Light weight also has its disadvantages, as Jigglypuff will often be knocked out at premature percents. Moreover, despite Jigglypuff's great horizontal recovery distance, the lack of a real third jump handicaps its vertical recovery. Spikes are especially dangerous. If Jigglypuff's shield breaks when there is no ceiling, the balloon Pokemon will be unequivocally Star KOed. However, it has the largest shield in relation to its body, which mitigates this problem significantly.

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

In matchups, Jigglypuff is truly a "Glass Cannon", which means that Jigglypuff is either really good or really abysmal against most characters. For example, DK vs Jigglypuff is considered 65-35, with DK having the advantage (only because of his grab), and Luigi vs Jigglypuff is even worse at 70-30. However, Jigglypuff's matchup against Captain Falcon is amazing, giving it an edge over other characters.

Normal

 * Neutral attack - Jigglypuff's jab is usually used in the middle of combos for some extra damage. The second jab is rarely used due its cooldown lag. As with most A combos, the combo can be restarted by flicking down on the control stick after a hit. 3% first hit, 4% second hit.
 * Forward tilt - Circles in place and kicks. Can be angled. The knockback angle can be adjusted according to the angle of the attack. 8% damage.
 * Down tilt - Hitting just slightly in front, Jigglypuff's Down Tilt sends the victim upward at a 45 degree angle. This attack is similar to the up-angled forward tilt, with the main difference being that this move has more cooldown lag and deals more damage. 10% damage.
 * Up tilt - Jigglypuff swings a foot behind, hitting above its 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. With its large disjointed hitbox, it can hit opponents in front of, behind and above Jigglypuff. Its speed makes it useable at any time and renders it nearly unpunishable. Excellent priority allows this move to interrupt Captain Falcon's Falcon Kick, Samus's Power Ball, Donkey Kong's Giant Punch, and virtually anything that does not have transcendent priority. It also sets opponents up for combos, and is crucial to several of Jigglypuff's combos due to its low knockback. 10% damage.
 * Dash attack - A generic dash attack, Jigglypuff trips and slides, hitting anything that comes into contact with its body, and cancelling out moves like Samus's power ball. 10% damage and decent knockback.

Smash Attacks

 * Forward smash - 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. 16% damage, above average knockback and good distance.
 * Down smash - Jigglypuff does a split, sending opponents on either side flying 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. It is also a common finisher, combining well with Jigglypuff's "drill" for a premature KO. 16% damage.
 * Up smash - 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. 18% damage.

Other attacks

 * Ledge attack - Does a flip while curling and sticks its foot out. 5% damage.
 * 100% ledge attack - Slowly gets up and lunges forward with its body. Will not hit foes right next to the ledge where Jigglypuff is. 6% damage.
 * Floor attack - Spins both directions and kicks, then gets up. 6% damage.

Aerial attacks

 * Neutral aerial - Jigglypuff extends a foot, sending the opponent flying. This move comes out quickly, has a decent-sized, disjointed hitbox, and lasts for quite awhile. Has Sex Kick properties. 14% (down to 7%).
 * Forward aerial - Unlike most forward aerials, this one has sex kick-like properties--it loses power with time and lasts for quite awhile. This attack is often considered a weaker and shorter ranged version of Jigglypuff's N-air. Useful for combos and approach. 8-13% damage.
 * Back aerial - Jigglypuff spins and kicks backward. 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. 13% damage.
 * Down aerial - 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. It can also be followed up with Jigglypuff's Down B for an instant KO. 3% per hit (total 10 hits). It will interrupt Fox's U-Air if used early enough and at the correct angle. It can be cancelled midair for a Down B, or other aerial, including another drill, allowing the player to combo this move all the way to the ground. Serves as an excellent tease approach thanks to Jigglypuff's superb air speed.
 * Up aerial - Jigglypuff slaps upward, making an arc with its hand (often referred to as its "wave"), sending opponents flying up. 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. 16% damage.

Grabs and Throws

 * Forward throw - 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 extremely useful for combos. 14% damage.
 * Back throw - Jigglypuff throws the opponent backward. This throw is among the most powerful throws in the game as far as knockback is concerned. If Jigglypuff pulls off even one of these against a ledge with characters like Donkey Kong or Captain Falcon, Jigglypuff can follow up with a successful edgeguard that is impossible to stop - even if they were at 0% when they were thrown. 16% damage.

Taunt

 * Inflates, puts its arms in front of it, rocks to its right, rocks to its left, then rocks to its right again - accompanied by an enthusiastic "Jigglypuff!" (in Japanese version "Purin,Puriin!").

Rising pound
Directly after pressing the button for 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 its descent. The player should be warned, however, that tilting up too soon will cause Jigglypuff to Sing.

Combos
Jigglypuff has a wide assortment of low-trajectory attacks, as well as four high-knockback ones (Rest, Back Throw, Up Smash and Up Air), and a unique throw, all of which have earned it the reputation of having some of the most effective and easiest combos in the game. Advanced players utilize its "drill" kick and Up Tilt, but largely rely on Jigglypuff's other aerials, its Forward Throw, and the different hitboxes that exist in its Pound attack. Good Jigglypuff players and bad Jigglypuff players have something in common, in that both will rarely be seen on the ground.

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)