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. Jiggly visually appears unchanged from past Smash Bros. games, though has suffered a large Nerf from Melee to Brawl.

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 34th on the current Brawl tier list due to, a reduction in priority, and the reduced hitstun in Brawl, meaning that it can no longer combo as easily as before, all in all resulting poor match-ups.

How to unlock

 * Play 350 Brawls, and then defeat Jigglypuff.
 * Find Jigglypuff in the Swamp stage after completing the Subspace Emissary. It can be found through the first door after defeating the False Giant 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.

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 6 jumps, combined with the second fastest air speed (only second to Yoshi), the slowest falling speed, and Rising Pound, Jigglypuff dominates in aerial combat, and with its 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's excellent aerial maneuverability and sliding DACUS make up for its slow dash speed (the slowest in the game). 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 ones that are effective against floaty characters). Although it is immune to most chaingrabs, its air release sends almost no horizontal distance at all (though it's high vertically and can move 1 frame before anyone else's air release) allowing grab release combos by several characters. Jigglypuff has many attacks with good priority and decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. 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 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. Upon breaking its shield, Jigglypuff will be sent for a Star KO if there is no ceiling above it (see Shield Jump), though its shield size is very large.

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, making Jigglypuff very easy to KO at any part of the screen. The 4th disadvantage is that it makes its recovery (although it travels much distance) predictable and fairly easily edge-guarded.

Changes from Melee to Brawl
Jigglypuff suffered a nerf, but not severely. Jigglypuff's rest special move has significantly less knockback and initial damage (it can no longer KO at almost any damage percent). It also adds a flower on the opponent's head instead of having a fiery effect, which can make much more damage in total than in Melee. Jigglypuff's Fair and Dair are stronger, but its Bair, Nair, and Uair are weaker. Dair is no longer a Meteor Smash. Rollout now has two stages of being "fully charged": 'Fully Charged' and 'Super Charged'. Rollout also no longer puts Jigglypuff into a helpless state if used in the air. Jigglypuff has greater air control now due to having faster midair acceleration (although it's now second to Yoshi) and slower falling speed (which makes its midair jumps give more distance). Jigglypuff is no longer tied with Zelda for having the slowest dash speed (due to Zelda's dash speed increasing). On the upside, it is heavier than it was in Melee (although it is now the lightest character, which may make it seem like its weight has decreased). One minor change is that Jigglypuff's pound now has strictly vertical knockback (as opposed to it previously knocking the opponent up and behind Jigglypuff). Another minor change is that Jigglypuff's down throw now only does damage when the opponent is thrown, not during the rolling part of the attack.

Jigglypuff also received some cosmetic changes. The biggest cosmetic change is that almost all of Jigglypuff's movements now make a squeaky, rubbery, and puffy sound (including midair jumps and attacks). Another cosmetic change is 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. Jigglypuff's blue and green costumes have changed. Blue is now a sunhat, and 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.

Normal

 * Neutral Attack - Two very quick, yet extremely short ranged slaps. Great for jab locking. Both slaps do 3%.
 * Dash Attack - Spins forwards, resembling a miniature Rollout. 10% and can, unlike other dash attacks, "jump".
 * Strong Side - Spins once while kicking. Short ranged. Does 10% damage. Can 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. 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 range. Is a semi-spike. Does 16% fully charged.

Other

 * Ledge Attack - Turns and kicks. Does 6% damage.
 * 100% Ledge Attack - Gets up and spins on both sides of it. 9% front hit, 8% back hit. Vertical knockback.
 * 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
Coincidently, all of Jigglypuff's throws do 10% each.
 * Pummel - Slaps with its tuft of hair. Does 3% damage. - very slow for a pummel.
 * Forward Throw - Puffs once, hitting opponent forward. Low knockback. 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. In Jigglypuff's cutscene in SSE, the screen in the background shows a red Smash symbol. 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

Trophy description
''A Balloon Pokémon. It invites opponents in close with its big, round eyes, then puts them to sleep with a calming song. The secret to the song's unfailing efficacy is Jigglypuff's ability to sing on the wavelength that will make its opponent the sleepiest. It also uses Attract to infatuate opponents who touch it. It uses a Moon Stone to evolve into Wigglytuff.'' Pokemon Red/Blue (Game Boy)

Pokemon Diamond/Pearl (Nintendo DS)

Trivia

 * Jigglypuff is the only veteran character to not have a role in the main story of Subspace Emissary, being unlockable only after its completion.
 * One of Jigglypuff's taunts involves it deflating and floating to the ground before re-inflating. This is based on Jigglypuff's faint animation in battles on the consoles-based Pokémon games (e.g. ''Pokémon Stadium).
 * Jigglypuff and Sonic are the only characters to have 4 unlock methods, instead of 3.
 * Despite the fact that Jigglypuff is usually unlocked first in Super Smash Bros. and Super Smash Bros. Melee, Jigglypuff is one of the last characters to be unlocked in Brawl.
 * Jigglypuff has only two KO screams: one for a Star KO and a normal KO.
 * Jigglypuff is the only character to have any of its nerfed attributes mentioned on Dojo!!, which said that Rest's power (in both damage and knockback) has reduced.