- This page is about Jigglypuff's appearance in Super Smash Bros. Melee. For the Pokémon in other contexts, see Jigglypuff.
Jigglypuff, (プリン, Purin), is an unlockable character in Super Smash Bros. Melee from the Pokémon series, making a return from original Super Smash Bros. game. Jigglypuff retains most of its moves from Smash 64, though with some modifications.
Jigglypuff is in the A tier at 3rd place on the Melee tier list, a significant improvement from its 6th position on the previous game's tier list, and a position it has only attained in this game. Jigglypuff's jump on the tier list is due to its incredible recovery, an extremely dangerous edge-guarding technique in the wall-of-pain, a powerful KO move that can easily be comboed into, and an overall great aerial game and developed metagame. Its floatiness also makes it the only character in the top tier who cannot be easily comboed or chaingrabbed, which is also aided by its small size, which allows Jigglypuff to avoid most KO setups that most other characters would fall vulnerable to. Regardless, Jigglypuff still has problems. It is light and floaty, making it easier to KO with stray moves or certain low percentage setups than other characters. Jigglypuff's options on the ground are also limited, because of its poor range and a lack of a projectile. It also has a slow walking speed and dashing speed. Compounded with a poor dash dance, Jigglypuff's neutral game, which is largely committal, is not as good as that of other top-tiered characters; instead, it relies on its lethal punishes, edge-guards, and aerial mobility to succeed. Recent developments in the Melee metagame have also worsened Jigglypuff's matchups against other top-tier characters, such as Fox, Marth, and Falco. Regardless, Jigglypuff still has an excellent amount of favorable matchups, with its only true disadvantageous matchup being Fox, and two of its matchups are nearly unloseable (against Ness and Pichu).
How to unlock
Jigglypuff is fought on Pokémon Stadium, with the titular track playing.
- Posseses the fastest air speed and highest air acceleration of the cast which gives her the best air mobility in the game. Additionally, her 5 midair jumps and extreme floatiness make her stay in the air longer and grants her a tremendous offstage presence along with a resistance to edgeguarding.
- Outstanding air game as her aerials are excellent for comboing due to their low knockback and high hitstun. Her back aerial in particular is arguably her best aerial as it can be used to wall of pain, edgeguard, and space due to its large disjointed hitbox.
- Excellent recovery due to aforementioned air mobility and jumps. Her side special, Pound, also assists with her recovery.
Jigglypuff is, in general, a character of extremes. It has the slowest dash speed (along with Zelda), the highest air speed, is the second least weighted character in terms of weight class (along with Mr. Game & Watch), and it bears the lowest falling speed. Jigglypuff will spend most of its time in the air, as it has 5 midair jumps, good aerial mobility due to the aforementioned low falling speed and high air speed, and a solid set of aerials. Its aerial maneuverability allows itself to weave in and out to attack. It also allows Jigglypuff to have very long recovery and great edgeguarding tactics.
Jigglypuff's Neutral Special Move, Rollout, is very powerful and covers a great distance. However, it requires charging, can easily 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 Move, Pound, has relatively poor range and a bit of starting lag, but it can make Jigglypuff's recovery nearly infinite (see Rising Pound). Its Up Special Move, 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 damages, however, the opponent stays asleep for 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 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, 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 this isn't too much of an issue considering that Jigglypuff spends most of its time in the air anyway.
Jigglypuff's biggest weaknesses are its poor range and extremely low weight/considerable floatiness. The lack of range heavily limits Jiggly's combat options, and the low weight/floaty nature cause Jigglypuff to be very easy to KO from any side of the screen. Good Jigglypuff players need to continuously combo the opponent as to prevent enemy retaliation, as a single powerful hit can be devastating to Jigglypuff. Also notable is Jigglypuff's virtual lack of a meteor smash- its Down Aerial has the ability to meteor smash opponents, but using it to try to perform such is difficult to the point of impracticality.
Changes from Smash 64 to Melee
When transitioning from Smash 64 to Melee, Jigglypuff received multiple buffs, primarily in regards to its power, speed, range, combo ability, and recovery. Due to its high results in tournament play, Jigglypuff is widely considered one of the most buffed characters in the game, alongside Samus.
- Jigglypuff received a new taunt, where it now spins in place while winking at the player.
- It's "Defeated/No Contest" pose on the Results Screen now properly loops, instead of merely moving its head twice and then stopping.
- The power, speed, and range of its attacks were generally increased.
- Much faster air speed, going from the fourth fastest in Smash 64 to the fastest in Melee, largely improving Jigglypuff's approaching, combo ability, and recovery potential.
- All of its midair jumps give height, also greatly improving its recovery.
- Jigglypuff's dashing speed has been reduced, now being the slowest in Melee along with Zelda.
- Up tilt deals more knockback, improving its combo ability at low percentages.
- Down tilt has more range, improving its spacing ability, plus it has slightly faster startup.
- Forward smash is significantly more powerful, going from the second weakest in Smash 64 to the sixth most powerful in Melee.
- Both up and down smashes have slightly faster startup.
- Up smash is weaker and has more ending lag.
- All of Jigglypuff's aerials have stronger combo ability, with the wall of pain being much easier to perform.
- All aerials are weaker, especially neutral aerial, which has significantly lower knockback scaling.
- Forward and back aerials have more range, especially back aerial, making both of them better for approaching.
- Down aerial no longer meteor smashes aerial opponents and is less effective for gimping.
Grab and throws
- Jigglypuff has been given a up throw and a down throw, improving its grab options.
- Jigglypuff's forward throw from Smash 64 has been moved to its up throw in Melee.
- Pound sends opponents on a different trajectory that gives it more favourable combo ability. Rising Pound is also much easier to perform, another improvement of Jigglypuff's recovery.
- Sing now puts opponents to sleep for longer at higher percentages, instead of putting opponents to sleep for longer at lower percentages like in Smash 64.
- Rest has significantly more knockback, deals 8% more damage, and there is a slightly larger variety of ways to combo into it.
- Rest has a slightly smaller hitbox.
|Neutral attack||3%||Jigglypuff does two qiuck jabs forward.|
|Forward tilt||10%||Jigglupuff does a horizontal kick forward while spinning. This attack can be aimed up or down.|
|Up tilt||9% (clean), 8% (late)||Jigglypuff kicks upward with one foot while leaning forward.|
|Down tilt||10%||Jigglypuff sticks one foot out while crouching.|
|Dash attack||12% (clean), 8% (late)||Jigglypuff dashes forward and does a headbutt.|
|Forward smash||17% (clean), 13% (late)||Jigglypuff leaps forward and attacks with a front kick. This attack has the second highest knockback scaling in the game, losing only to Luigi.|
|Up smash||14%||Jigglypuff does an upwards headbutt. There is a smaller hitbox in Jigglypuff's head that deals 15% damage but never connects due to overlapping the bigger hitbox.|
|Down smash||12%||Jigglypuff extends both feet simultaneously, attacking opponents on both sides. Both of Jigglypuff's feet are invincible during the attack.|
|Neutral aerial||12% (clean), 9% (late)||Jigglypuff does a jump kick attack in midair. A decent spacing move and has sex kick properties.|
|Forward aerial||12%/10% (clean feet/body), 7% (late)||Jigglypuff does a dropkick attack that deals good knockback and is the backbone of many of Jigglypuff's aerial combos.|
|Back aerial||12%||Jigglypuff spins and kicks backwards. Extremely useful for wall-of-pain techniques, which can be potentially deadly; and if done correctly, guarantees a KO.|
|Up aerial||12%||Jigglypuff swings one arm overhead having decent vertical KO power.|
|Down aerial||2% (hits 1-8)||Jigglypuff spins downward, hitting the opponent multiple times. The attack doesn't contain much hitstun.|
|Pummel||3%||Jugglypuff hits the opponent with its tuft of hair.|
|Forward throw||5% (hit 1), 7% (throw)||Jigglypuff puffs up and launches the opponent forward.|
|Back throw||10%||Jigglypuff grabs the opponent and flips backwards, slamming them on the ground.|
|Up throw||11%||Jigglypuff tosses the opponent upward while spinning.|
|Down throw||1% (hits 1-4), 3% (hit 5), 2% (throw)||Jigglypuff grinds the opponent on the ground before launching them upward.|
|Floor attack (front)||8% (foot), 6% (body)||Jigglypuff spins one leg around while getting up, hitting on both sides.|
|Floor attack (back)||8% (foot), 6% (body)||Jigglypuff spins one leg around while getting up, hitting on both sides.|
|Edge attack (fast)||6%||Jigglypuff climbs onto the stage and attacks with an extended foot.|
|Edge attack (slow)||6%||Jigglypuff slowly gets on the stage and does a spinning split kick attack.|
|Neutral special||Rollout||10-18%||Jigglypuff rolls forward, which can be charged to go faster and deal more damage. You can direct Jigglypuff to roll in the opposite direction by tapping the control stick in the opposite direction while moving along the ground. Jigglypuff will stop rolling whenever it hits an opponent, which will cause it to jump in the air while spinning.|
|Side special||Pound||13%||Jigglypuff does a stiff-moving punch forward that pops the opponent into the air. This attack has a long-lasting hitbox and deals high shield damage. While airborne, Jigglypuff can move up or down by angling the control stick up and down respectively.|
|Up special||Sing||0%||Jigglypuff sings, putting nearby opponents to sleep. This attack only hits on grounded opponents. The more damage the opponent has taken, the longer they will stay asleep.|
|Down special||Rest||28%||Jigglypuff dozes off and takes a nap. Normally, this leaves Jigglypuff vulnerable, but there is a small hitbox at the beginning of the move that deals extremely high damage and knockback, being able to KO most lightweight characters at low percentages.|
- Spins around on one foot, then looks at the camera inflated, winking and saying "Jigglypuff!" The eye Jigglypuff winks depends on which side it's facing.
- Wall of Pain: Repeatedly using Forward or Back Aerials on an opponent, sometimes even off the stage.
- Pillow Rest: On any breakable surface like 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 midair jumps and an air dodge, Jigglypuff has many resources with which it can recover with. It can use Rising Pound repeatedly to move any length horizontally without losing height, and by using Rising Pound in between each midair 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.
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.
- This balloon Pokémon invites its opponents in close with its big, round eyes and then puts them to sleep with a soothing lullaby. It puffs itself up when angry, and while it may look adorable, it's not to be trifled with: it knows several powerful techniques. Jigglypuff evolves into Wigglytuff after exposure to a Moon Stone.
- Pokémon Red & Blue [09/98]
- 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.
- 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.
- Jigglypuff is one of the five unlockable characters to be shown in the game's introduction. The other four being: Ganondorf, whose fist is shown briefly alongside Link and Zelda's hands; Pichu, who appears near Pikachu right before Jigglypuff appears; Mewtwo, who's fully charged Shadow Ball is seen hitting Donkey Kong; and Young Link, who is shown shortly before Link is.
- Out of the five hidden characters, Jigglypuff is the only one who is a veteran.
- Jigglypuff's and Mr. Game & Watch's stock icons show their entire body; they are the only characters in Melee to do this.
- A CPU Jigglypuff will never use 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.
- Changing the language on an English copy of Melee from English to Japanese will actually change Jigglypuff's voice actor. Jigglypuff is the only character whose voice changes completely.