This attack does no damage to playable characters, disabling opponents instead to set up for a powerful attack. Similar to a grab, opponents can escape the sleep state more quickly by rapidly moving the control stick. In Melee and Brawl, the more damage the opponent has, the longer he/she will remain asleep. However, in Super Smash Bros., the opponent remains asleep for a longer time if he/she bears a low damage. The time the opponent remains asleep is shortest when bearing any damage over 300%.
Unlike most Up Special Moves, this is not a third jump, since it gains virtually no height. Instead, players utilize Rollout or an air dodge (Melee) to recover, or simply use Pound in tandem with Jigglypuff's multiple hops.
Timing of this move is crucial, as opponents who fall asleep at the beginning may wake up before Jigglypuff finishes singing. This move leaves Jigglypuff very vulnerable to counter-attacks, which is why people tend to use the move in midair.
Sing can be used in team battles very effectively by having Jigglypuff put enemies to sleep, then having its teammate use a fully charged Smash Attack or powerful special attack like Falcon Punch on the sleeping victim(s).
|Jigglypuff's Special Moves|
|Final Smash||—||Puff Up|
Hyper Voice deals high damage and knockback to surrounding opponents, but does not make them fall asleep. However, it's slower than Sing.
- Deals good damage
- Has high knockback
- Loses its ability to make opponents sleep
- Is extremely slow in general
Spinphony damages opponents and turns them around. However, it's even slower than Hyper Voice.
- Deals slight damage
- Decent range
- Has next to no knockback
- Is unbearably slow in general
Spinphony is by far one of if not the worst custom moves of any character. The move spins the opponent similar to Mario's cape. The first hit does no damage, the second does 1%, and the third does 2%. doing a low 3% total, it also doesn't have any noticeable knockback. the move has a lot of startup, end lag, and is executed very slowly, as a result Jigglypuff is very vulnerable using this move and when used at the top of the stage still K.Os Jigglypuff. it can gimp a recovery, but flinching gives character there Up Special Move back making Spinphony poor at this too and heavily inferior to what is an already bad move
|Jigglypuff's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Relentless Rollout||Raging Rollout|
|Side Special||Sideways Pound||Pound Blitz|
|Up Special||Hyper Voice||Spinphony|
|Down Special||Leaping Rest||Wakie Wakie|
In Melee and Brawl, if Jigglypuff sings when near a ledge, it will grab the ledge and the singing will be canceled, but if there is an opponent near enough, they will fall asleep. This is called a "Quick Sing." This can be used to set up combos.
Sing is a non-damaging Normal-type move in the main series Pokémon games and it simply puts the opposing Pokémon to sleep for 1-3 turns regardless of how much damage the enemy has accumulated over the battle. With a terrible accuracy of only 55%, Sing is often not used in the Pokémon games due to its poor accuracy.
- Switching languages changes Jigglypuff's name, as well as the song it sings.
- Although it does no damage, Sing can destroy targets in Super Smash Bros. Melee's Target Test, and can also destroy Capsules in any mode.
- In Event 39: Jigglypuff Live!, there is an easter egg involving the Sing attack.
- When used against enemies and bosses, the third set of music waves are more damaging than the first two.