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'''Jigglypuff''' ({{Ja|プリン|Purin}}, ''Purin'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being seen several times during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23, 2014,<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> it was formally added to the official website on November 5, 2014.
'''Jigglypuff''' ({{Ja|プリン|Purin}}, ''Purin'') is a playable character in ''[[Super Smash Bros. 4]]''. After initially being seen several times during the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|''Super Smash Bros. for Wii U'' 50-Fact Extravaganza]] on October 23, 2014,<ref>[https://www.youtube.com/watch?v=j0BBGzfw0pQ Wii U - Super Smash Bros. for Wii U 50-Fact Extravaganza]</ref> it was formally added to the official website on November 5, 2014.


Jigglypuff's Japanese voice clips are the ones last used in ''Brawl'', and were originally by Mika Kanai. Its English voice clips are from ''Smash 64'', and were originally by {{s|wikipedia|Rachael Lillis}}. Its French and German voice clips are the same ones that debuted in ''Brawl''.
Jigglypuff's Japanese voice clips are the ones last used in ''Brawl'', and were originally by Mika Kanai. Its English voice clips are from ''Smash 64'', and were originally by {{s|wikipedia|Rachael Lillis}}. Its French and German voice clips are the same ones that debuted in ''Brawl''.


Jigglypuff is ranked 54th out of 54 on the [[tier list]], placing it at the very bottom of the entire list, in the G tier. This is a slight drop from its already very low ranking in ''Brawl'' at 36th out of 38th, and its worst placement in the series. Jigglypuff retains its strong air game due to its high aerial mobility thanks to its very fast [[air speed]] and multiple [[midair jump]]s, as well as good [[juggling]] ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate strong [[edgeguarding]] potential, and allows it to solidly perform its signature [[Wall of Pain]] technique, while it retains potent KO options between its newly buffed neutral aerial, back aerial, and [[Rest]].
Jigglypuff is ranked dead last (54th out of 54 characters) on the [[tier list]], placing it at the end of the G tier. This is a slight drop over its 36th place in Brawl, making this its worst placement in the series. Jigglypuff retains its strong air game due to its high aerial mobility thanks to its very fast [[air speed]] and multiple [[midair jump]]s, as well as good [[juggling]] ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate strong [[edgeguarding]] potential, and allows it to solidly perform its signature [[wall of pain]] technique, while it retains potent KO options between its newly buffed neutral aerial, back aerial, and [[Rest]].


However, Jigglypuff is strongly held back by its poor ground game, due to its poor mobility on the ground and short [[range]] on most of its attacks, including its grab. Furthermore, Jigglypuff has significant difficulty in KOing opponents, as it has few reliable KO moves, and a majority of them feature considerable amounts of lag that cause them to be unsafe in most scenarios. In addition, Jigglypuff is prone to air release combos from several characters within 10 frames that can either combo or KO. Its endurance is unarguably the worst in the game, as it is extremely floaty and possesses the lowest [[weight]] in the game, further exacerbated by the new [[rage]] mechanic and weaker [[shield]]s, which is further amplified by Jigglypuff immediately getting KOed if its shield is broken.
However, Jigglypuff is strongly held back by its poor ground game, due to its poor mobility on the ground and short [[range]] on most of its attacks, including its grab. Furthermore, Jigglypuff has significant difficulty in KOing opponents, as it has few reliable KO moves, and a majority of them feature considerable amounts of lag that cause them to be unsafe in most scenarios. In addition, Jigglypuff is prone to air release combos from several characters within 10 frames that can either combo or KO. Its endurance is unarguably the worst in the game, as it is extremely floaty and possesses the lowest [[weight]] in the game, further exacerbated by the introduction of [[rage]] and weaker [[shield]]s, which is further amplified by Jigglypuff immediately getting KOed if its shield is broken.


Jigglypuff is considered non-viable for tournament play, though a number of players have made some impacts at tournaments, with players such as {{Sm|LeeT}} and {{Sm|MASTER PUFFY}} performing decently in nationals, and {{Sm|Captain L}} ranking with it as a co-main on the [[Panda Global Rankings|Panda Global Rankings v5]]. Despite this, Jigglypuff continues to have only a small playerbase, and it has notably failed to receive any [[buff]]s from [[update]]s in the game.
Jigglypuff is considered non-viable for tournament play, though a number of players have made some impacts at tournaments, with players such as {{Sm|Arika}} and {{Sm|LeeT}} performing decently in nationals, and {{Sm|Captain L}} ranking with it as a co-main on the [[Panda Global Rankings|Panda Global Rankings v5]]. Despite these tournament impacts, Jigglypuff still continues to have only a small playerbase. It also has notably failed to receive any [[buff]]s from [[update]]s in the game.


==How to unlock (3DS version only)==
==How to unlock (3DS version only)==
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Jigglypuff is a character of extremes, as evident with its attributes: it has the second highest [[traction]], the second fastest [[air speed]], the highest [[air acceleration]], the lowest [[falling speed]], and the lowest [[gravity]]. These attributes make Jigglypuff a very mobile character in the air and give it easily controllable ground movement. However, it has the slowest [[walking]] speed and the second slowest [[dash]]ing speed, the lightest [[weight]] and the lowest [[jump]] force, as well as a fairly slow jumpsquat. As such, these attributes make Jigglypuff unable to quickly traverse the stage on foot and susceptible to early KOs. To make up for its low jumping force, however, it has five [[midair jump]]s, which further enhance its aerial evasiveness. Its very low gravity also results in it taking slightly below average [[hitstun]].
Jigglypuff is a character of extremes, as evident with its attributes: it has the second highest [[traction]], the second fastest [[air speed]], the highest [[air acceleration]], the lowest [[falling speed]], and the lowest [[gravity]]. These attributes make Jigglypuff a very mobile character in the air and give it easily controllable ground movement. However, it has the slowest [[walking]] speed and the second slowest [[dash]]ing speed, the lightest [[weight]] and the lowest [[jump]] force, as well as a fairly slow jumpsquat. As such, these attributes make Jigglypuff unable to quickly traverse the stage on foot and susceptible to early KOs. To make up for its low jumping force, however, it has five [[midair jump]]s, which further enhance its aerial evasiveness. Its very low gravity also results in it taking slightly below average [[hitstun]].


Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes and, in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide within an attack's final frames. All of its aerials, aside from up aerial, also have enough range to be [[spacing|spaced]] correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and one of the strongest [[sex kick]]s in the game, even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good [[out of shield]] or approach option, and its long duration allows it to break combos. Forward aerial has the second weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can also easily put opponents off-stage, and is the main component of the [[wall of pain]] technique: once an opponent with a poor recovery is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, KOing reliably at 135%, and having a remarkable range, given Jigglypuff's small size. It is also safe on shield due to its high damage output and above average hitlag, though it is also its slowest aerial, making it a bit predictable. Up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with [[juggling]], and it is also a situational finisher near the upper blast line. Lastly, down aerial can be used as a highly damaging out of shield or pressuring option, dealing up to 14% damage, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves.
Jigglypuff's biggest strength lies its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes and, in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide within an attack's final frames. All of its aerials, aside from up aerial, also have enough range to be [[spacing|spaced]] correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and one of the strongest [[sex kick]]s in the game, even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good [[out of shield]] or approach option, and its long duration allows it to break combos. Forward aerial has the second weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can also easily put opponents off-stage, and is the main component of the [[wall of pain]] technique: once an opponent with a poor recovery is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, KOing reliably at 135%, and having a remarkable range, given Jigglypuff's small size. It is also safe on shield due to its high damage output and above average hitlag, though it is also its slowest aerial, making it a bit predictable. Up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with [[juggling]], and it is also a situational finisher near the upper blast line. Lastly, down aerial can be used as a highly damaging out of shield or pressuring option, dealing up to 14% damage, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves.


Jigglypuff's unmatched floatiness, very fast air speed, multiple jumps and strong air game give it a tremendous off-stage presence. Due to lacking a traditional [[recovery]] move, its recovery is fairly susceptible to gimping, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to disorient opponents that attempt to [[edgeguard]] it. With the aid of [[Pound]], it can also stall its recovery and protect its landing. Jigglypuff is fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest distanced recoveries without being put at risk; characters such as {{SSB4|Cloud}} and {{SSB4|Ness}} are the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience.
Jigglypuff's unmatched floatiness, exceptional air speed, multiple jumps and strong air game give it a tremendous off-stage presence. Due to lacking a traditional [[recovery]] move, its recovery is fairly susceptible to gimping, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to disorient opponents that attempt to [[edgeguard]] it. With the aid of [[Pound]], it can also stall its recovery and protect its landing. Jigglypuff is fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest distanced recoveries without being put at risk; characters such as {{SSB4|Cloud}} and {{SSB4|Ness}} are the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience.


Finally, Jigglypuff has a trump card in [[Rest]], its signature move; it has very high vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters at as early as 50%. It hits on frame 2 with a [[flower]] effect and has full [[intangibility]] until Jigglypuff closes its eyes. In addition to being a strong [[punishment]] option, the threat of Rest forces opponents to be very careful when using laggy moves, especially due to Jigglypuff's ability to perform an occasionally situational true combo into it. The easiest way to confirm a Rest is with forward aerial: hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high [[rage]]. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with up aerial: should Jigglypuff land immediately after hitting the opponent, Rest can be landed without fail. This combo works optimally on platforms due to its limited percentage range and its ability to KO as low as 35%.
Finally, Jigglypuff has a trump card in [[Rest]], its signature move; it has very high vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters at as early as 50%. It hits on frame 2 with a [[flower]] effect and has full [[intangibility]] until Jigglypuff closes its eyes. In addition to being a strong [[punishment]] option, the threat of Rest forces opponents to be very careful when using laggy moves, especially due to Jigglypuff's ability to perform an occasionally situational true combo into it. The easiest way to confirm a Rest is with forward aerial: hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high [[rage]]. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with up aerial: should Jigglypuff land immediately after hitting the opponent, Rest can be landed without fail. This combo works optimally on platforms due to its limited percentage range and its ability to KO as low as 35%.
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Up tilt can also lead into Rest, which can be used to rack up at least 30%, but opponents can be launched too far away past low percentages. Lastly, retreating with down aerial can also work, but aside from being the hardest to perform, it is also the least likely to succeed. Other methods of safely using Rest involve [[crouching]], [[buffering]], a [[footstool jump]], a [[jab reset]], or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest has the slowest [[interruptibility]] in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, making it easy to punish, even if it KOs the opponent, and thus being a gamble to attempt in almost any circumstance.
Up tilt can also lead into Rest, which can be used to rack up at least 30%, but opponents can be launched too far away past low percentages. Lastly, retreating with down aerial can also work, but aside from being the hardest to perform, it is also the least likely to succeed. Other methods of safely using Rest involve [[crouching]], [[buffering]], a [[footstool jump]], a [[jab reset]], or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest has the slowest [[interruptibility]] in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, making it easy to punish, even if it KOs the opponent, and thus being a gamble to attempt in almost any circumstance.


However, Jigglypuff is held back by numerous weaknesses, which are severe enough to outweigh its strengths. The most detrimental is its frailty: Jigglypuff's stats result in it having the lowest endurance in the game, potentially being knocked out as early as 35% with a sufficiently strong attack. The introduction of rage is an additional burden, since opponents can send it flying even earlier, in some instances a combo being all it takes for Jigglypuff to be KO'd even at 0%. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff's [[shield jump]] has enough force to KO it even from the very bottom of [[Palutena's Temple]]. This makes shielding very risky at low percentages, as the possibly survivable punishes normally received after a shield break are replaced by a guaranteed KO that can only be stopped by a ceiling.
However, Jigglypuff is held back by numerous weaknesses, which are severe enough to outweigh its strengths. The most detrimental is its frailty: Jigglypuff's stats result in it possessing the lowest endurance in the game, potentially being knocked out as early as 35% with a sufficiently strong attack. The introduction of rage is an additional burden, since opponents can send it flying even earlier, in some instances a combo being all it takes for Jigglypuff to be KO'd even at 0%. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff's [[shield jump]] has enough force to KO it even from the very bottom of [[Palutena's Temple]]. This makes shielding very risky at low percentages, as the potentially survivable punishes typically received after a shield break are replaced by a guaranteed KO that can only be stopped by a ceiling.


Furthermore, Jigglypuff has a very problematic ground game. While most of its ground moves are fast in proportion to their power, its lack of range and slow grounded approach prevent it from racking up large amounts of damage with only a few moves. This is worsened when considering the utility of its grounded attacks: neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a [[semi-spike]] with high base knockback. As for its smash attacks, forward smash has surprisingly high knockback scaling, while down smash has intangibility and the lowest launch angle of any other conventional semi-spike. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game and the second most damaging set of throws (tied with Ganondorf and being surpassed only by {{SSB4|Bowser}}), the former have very short range and the latter lack any follow-ups or KO potential, with its strongest throw, up throw, not being able to KO reliably even well beyond 200%[https://youtu.be/640NC5rmrdk?t=34s]. This also results in Jigglypuff being easily kept at bay by shields without usage of Pound's high [[shield damage]]. Jigglypuff suffers from air release combos due to its high air friction and slow airdodge startup. Several characters can react within 10 frames can combo or even kill. An example would be {{SSB4|Zero Suit Samus}} at certain percents comboing with up aerial, up aerial, and Boost Kick against Jigglypuff even with little rage for a KO. Another example is {{SSB4|Meta Knight}} using his unavoidable grounded [[Shuttle Loop]] out of air releases. Although Jigglypuff can escape these combos with a well timed Rest, this is extremely risky, and the hitbox will not connect against fighters with disjointed attacks.
Furthermore, Jigglypuff has a very problematic ground game. While most of its grounded moveset is characterized with quick speed in proportion to their power, its lack of range and sluggish grounded approach prevent it from racking up large amounts of damage with only a few moves. This is worsened when considering the utility of its grounded attacks: neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a [[semi-spike]] with high base knockback. As for its smash attacks, forward smash has surprisingly high knockback scaling, while down smash has intangibility and the lowest launching angle of any other conventional semi-spike. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game and the second most damaging set of throws (tied with Ganondorf and being surpassed only by {{SSB4|Bowser}}), the former have very short range and the latter lack any follow-ups or KO potential, with its strongest throw, up throw, not being able to KO reliably even well beyond 200%[https://youtu.be/640NC5rmrdk?t=34s]. This also results in Jigglypuff being easily kept at bay by shields without usage of Pound's high [[shield damage]]. Jigglypuff suffers from air release combos due to its high air friction and slow airdodge startup. Several characters can react within 10 frames can combo or even kill. An example would be {{SSB4|Zero Suit Samus}} at certain percents comboing with up aerial, up aerial, and Boost Kick against Jigglypuff even with little rage for a KO. Another example is {{SSB4|Meta Knight}} using his unavoidable grounded [[Shuttle Loop]] out of air releases. Although Jigglypuff can escape these combos with a well-timed Rest, this is extremely risky, and the hitbox will not connect against fighters with disjointed attacks.


Jigglypuff's approach, despite being good in the air, is overall predictable. Most of the time, it relies on being close to the opponent, read its reaction in order to approach, or bait it in order to make its move. Its aerial moves are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration, despite its low cooldown. Coupled with the overall short range on its attacks, it is at a big disadvantage against characters with large disjoints like {{SSB4|Marth}} and Cloud. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in ''SSB4'', its ground movement is one of the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other [[Weight|lightweight]] characters can, and in turn makes it very troubling on the offensive side of battle should it be going against speedy characters, such as {{SSB4|Sonic}}.
Jigglypuff's approach, despite being good in the air, is overall predictable. Most of the time, it relies on being close to the opponent, read its reaction in order to approach, or bait it in order to make its move. Its aerial moves are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration, despite its low cooldown. Coupled with the overall short range on its attacks, it is at a big disadvantage against characters with large disjoints like {{SSB4|Marth}} and Cloud. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in ''SSB4'', its ground movement is one of the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other [[Weight|lightweight]] characters can, and in turn makes it very troubling on the offensive side of battle should it be going against speedy characters, such as {{SSB4|Sonic}}.


Lastly, all of Jigglypuff's specials are incredibly situational. [[Rollout]] is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and its deceptively small hitbox results in it effectively having no priority, despite dealing 14% damage when fully charged. [[Sing]] has awkward timing, little range, does not work on aerial opponents, and, despite not having a hitbox, can be [[counter]]ed. Its [[sleep]] effect can also be shortened with [[button mashing]], reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable or safe recovery options, instead relying on its remaining jumps and Pound to recover, making it easy to gimp despite its usual off-stage comfort. Rest is very risky to use, and Pound is slow and cannot break shields that are on or near full health.
Lastly, all of Jigglypuff's specials are incredibly situational. [[Rollout]] is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and its deceptively small hitbox results in it effectively lacking priority, despite dealing 14% damage when fully charged. [[Sing]] has awkward timing, little range, does not work on aerial opponents, and, despite not having a hitbox, can be [[counter]]ed. Its [[sleep]] effect can also be shortened with [[button mashing]], reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable or safe recovering options, instead relying on its remaining jumps and Pound to recover, making it easy to gimp despite its common off-stage comfort. Rest is very risky to use, and Pound is slow and cannot break shields that are on or near full health.


Jigglypuff has among the most polarized [[Character customization|custom moves]] in the game, with few of them having utility that overall surpass the default versions. Relentless Rollout has much less power, but is much faster, hits multiple times and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Hyper Voice is better for protecting Jigglypuff, since it deals reasonable knockback and works in the air. Its other custom moves are disregarded in favor of the default versions due to their very low utility; Spinphony is, in particular, considered to be its worst custom move (and arguably the worst custom special move in the game), as it has very slow start-up, a very long interval between its active hitboxes and very long ending lag, to the point one could use it from the upper blast zone of the stage, and be dragged down to the lower blast zone by the ending of the move, which are flaws that completely overshadow the moves' utility at reversing opponents out. Raging Rollout has more power and is [[unblockable]], but is much slower at charging, grants less distance, has high ending lag and doesn't pierce opponents. Sideways Pound sends opponents at a [[semi-spike]], but is worse for recovering. Leaping Rest has more coverage since Jigglypuff jumps when using the move, but is much weaker and it naps for a longer time, making it more punishable if it misses. Wakie Wakie has decreased ending lag, increased range, pushes opponents away opponents while "napping" and sends opponents horizontally rather than vertically, again similarly to Rest's iteration in ''Melee'', but is also slightly weaker, causes recoil damage, and its increased startup makes Jigglypuff vulnerable. In addition, while Jigglypuff does benefit from its best custom moves since they enhance its strengths in one way or another, they also fail to fix most of its major flaws.
Jigglypuff has among the most polarized [[Character customization|custom moves]] in the game, with few of them having utility that overall surpass the default versions. Relentless Rollout has much less power, but is much faster, hits multiple times and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Hyper Voice is better for protecting Jigglypuff, since it deals reasonable knockback and works in the air. Its other custom moves are disregarded in favor of the default versions due to their very low utility; Spinphony is, in particular, considered to be its worst custom move (and arguably the worst custom special move in the game), as it has very slow start-up, a very long interval between its active hitboxes and very long ending lag, to the point one could use it from the upper blast zone of the stage, and be dragged down to the lower blast zone by the ending of the move, which are flaws that completely overshadow the moves' utility at reversing opponents out. Raging Rollout has more power and is [[unblockable]], but is much slower at charging, grants less distance, has high ending lag and doesn't pierce opponents. Sideways Pound sends opponents at a [[semi-spike]], but is worse for recovering. Leaping Rest has more coverage since Jigglypuff jumps when using the move, but is much weaker and it naps for a longer time, making it more punishable if it misses. Wakie Wakie has decreased ending lag, increased range, pushes opponents away opponents while "napping" and sends opponents horizontally rather than vertically, again similarly to Rest's iteration in ''Melee'', but is also slightly weaker, causes recoil damage, and its increased startup makes Jigglypuff vulnerable. In addition, while Jigglypuff does benefit from its best custom moves since they enhance its strengths in one way or another, they also fail to fix most of its major flaws.


Overall, Jigglypuff can quickly rack up damage or KO opponents, but can be KO'd just as quickly. As a result of its risky playstyle and mechanics as well as its punish game compared to other characters, its popularity in competitive play remains poor, as it has notoriously low tournament representation and almost no tournament results in singles at high levels of play. However, it should also be noted that Jigglypuff fares much better in [[doubles]] play, as its combination of evasiveness and strength are well-suited to this environment, courtesy of a teammate's attacks giving Jigglypuff many new options.
Overall, Jigglypuff can quickly rack up damage or KO opponents, but can be KO'd just as quickly. As a result of its risky playstyle and mechanics as well as its punishing game compared to other characters, its popularity in competitive play remains poor, as it has notoriously low tournament representation and almost no tournament results in singles at high levels of play. However, it should also be noted that Jigglypuff fares much better in [[doubles]] play, as its combination of evasiveness and strength are well-suited to this environment, courtesy of a teammate's attacks giving Jigglypuff many new options.


==Changes from ''[[Super Smash Bros. Brawl]]''==
==Changes from ''[[Super Smash Bros. Brawl]]''==
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==Update history==
==Update history==
Jigglypuff is notorious for receiving almost no direct changes despite being universally considered a low to bottom tier character for the game's entire lifespan. Jigglypuff's only direct changes were bug fixes made to [[Rollout]] which did not affect Jigglypuff in any meaningful way due to Rollout being an extremely situational move at best.  
Jigglypuff is notorious for receiving almost no direct changes despite being universally considered a bottom tier character for the game's entire lifespan. Jigglypuff's only direct changes were bug fixes made to [[Rollout]] which did not affect Jigglypuff in any meaningful way due to Rollout being an extremely situational move at best.  


In addition to this, Jigglypuff did not benefit from the numerous universal changes the game received over time. Update [[1.0.4]] removed [[LSI|Launch Speed Influence]] for moves which launched at vertical angles between 65°-115° and 245°-295° which was overall a net negative for Jigglypuff. While it did make a few of Jigglypuff's moves such as Up Smash and [[Rest]] more consistent KO moves and moves such as up tilt more consistent combo tools, it also further hindered Jigglypuff's already poor endurance, in addition to making Jigglypuff more susceptible to combos, while not singificantly improving Jigglypuff's own combo potential. This update also removed [[DACUS]] which hindered Jigglypuff as Jigglypuff previously possessed a useful sliding DACUS.  
In addition to this, Jigglypuff did not benefit from the numerous universal changes the game received over time. Update [[1.0.4]] removed [[LSI|Launch Speed Influence]] for moves which launched at vertical angles between 65°-115° and 245°-295° which was overall a net negative for Jigglypuff. While it did make a few of Jigglypuff's moves such as Up Smash and [[Rest]] more consistent KO moves and moves such as up tilt more consistent combo tools, it also further hindered Jigglypuff's already poor endurance, in addition to making Jigglypuff more susceptible to combos, while not singificantly improving Jigglypuff's own combo potential. This update also removed [[DACUS]] which hindered Jigglypuff as Jigglypuff previously possessed a useful sliding DACUS.  
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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
In the early metagame, it was widely considered that Jigglypuff was, at best, a mid-tier to low-tier character, and that Jigglypuff's buffs from ''Brawl'' would allow it to perform better in ''SSB4''. However, its results and representation outside of [[doubles]] play were never as high as other characters that would rank above it in the future, and it would soon become clear that Jigglypuff had ironically lost much more than it gained in the transition. Despite the improved balancing of other characters, it infamously remained stagnant in game updates, with only a glitch that gave [[Rollout]] mindgame potential being fixed in update 1.0.4. As such, it was ranked 55th on the first ''4BR'' [[tier list]], making it the second lowest ranked character on the entire tier list.
Jigglypuff continued to languish near the bottom of the tier list, due to still being unchanged positively by game updates while other bottom-tier characters like Zelda and {{SSB4|Ganondorf}} have received numerous buffs. Despite {{Sm|LeeT}} placing 33rd at [[Shine 2016]] while exclusively using Jigglypuff for the tournament's entirety, it was nonetheless ranked 58th, placing it at the very bottom of the entire tier list. This has continued into the third tier list, with the only slight change to its tier status being its reassessment as a low-tier character due to the bottom-tier being abolished. Although some players felt that Jigglypuff has earned a slightly higher placement on the tier list due to having better results and representation than some characters ranked above it, Jigglypuff once again ranked dead last at 54th on the fourth and final tier list, even after the exclusion of Miis from the tier list.
It wouldn't be until 2018 that Jigglypuff would start seeing improvements in the metagame. {{Sm|Captain L}} started using Jigglypuff as a secondary alongside Pikachu and has gotten impressive placings such as 2nd at {{Trn|Arcane Tournaments 2018}}, 3rd at [[Flatiron 3]], and 25th at [[GENESIS 5]]. Captain L used Jigglypuff to defeat players such as {{Sm|John Numbers}}, {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|Strike}}, {{Sm|Blank|p=Florida}}, and {{Sm|Pandarian}}, and has also taken {{Sm|ESAM}} to game 5. Furthermore, {{Sm|Arika}} would make an impressive run at {{Trn|Umebura Smash 4 Final}} where he would defeat {{Sm|Masashi}} and {{Sm|takera}} en route to a 17th place finish, the highest placement for a solo Jigglypuff player at a national tournament. Although these results took advantage of the opponent's lack of matchup experience, they nevertheless were more impressive than the results of several other low and mid characters such as {{SSB4|Ganondorf}}, {{SSB4|Dr. Mario}}, {{SSB4|Kirby}}, {{SSB4|Robin}}, {{SSB4|Pit}}, {{SSB4|Yoshi}}, and {{SSB4|Dark Pit}}. Due to this, its position has become a point of debate; some smashers like {{Sm|Dabuz}}, {{Sm|Raito}}, and {{Sm|ESAM}} believe that Jigglypuff should be ranked higher while others claim that its weaknesses are too significant for it to be ranked any higher. Regardless, Jigglypuff is still considered to be one of the worst characters in the game and is considered nonviable throughout the game’s entire competitive lifespan.
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
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''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''See also: [[:Category:Jigglypuff players (SSB4)]]''
 
*{{Sm|Arika|Japan}} - The best solo-Jigglypuff player in the world most known for his run to 17th at {{Trn|Umebura Smash 4 Final}} defeating {{Sm|takera}} and {{Sm|Masashi}}, the best major performance for a Jigglypuff player. In addition, he placed 33rd at {{Trn|Umebura 32}} with a win over {{Sm|Kome}}.
*{{Sm|Captain L|Canada}} - Although mostly known for his {{SSB4|Pikachu}}, he found success with Jigglypuff in the final year of ''Smash 4'', defeating {{Sm|Larry Lurr}} at [https://www.start.gg/tournament/vancouver-battle-royale-spring-championship-in-partnership-with-bclc/details Vancouver Battle Royale - Spring Championship] using Jigglypuff the win the last 2 games and placing 3rd at {{Trn|Flatiron 3}} using mostly Jigglypuff, defeating {{Sm|BestNess}} along the way. He was ranked 36th on the [[PGR v5]] with Jigglypuff, the only time Jigglypuff appeared on the PGR.
*{{Sm|LeeT|USA}} - The first Jigglypuff player with any significant results, placing 33rd at {{Trn|Shine 2016}} and 49th at {{Trn|CEO 2017}}, which remained the best results from a Jigglypuff player until ''Smash 4''{{'}}s final year. He eventually dropped Jigglypuff for the [[Mii Fighter (SSB4)|Mii Fighters]].
 
===Tier placement and history===
In the early metagame, it was widely considered that Jigglypuff was, at best, a mid-tier to low-tier character, and that Jigglypuff's buffs from ''Brawl'' would allow it to perform better in ''SSB4''. However, its results and representation outside of [[doubles]] play were never as high as other characters that would rank above it in the future, and it would soon become clear that Jigglypuff had ironically lost much more than it gained in the transition. Despite the improved balancing of other characters, it infamously remained stagnant in game updates, with only a glitch that gave [[Rollout]] mindgame potential being fixed in update 1.0.4. As such, it was ranked 55th on the first ''4BR'' [[tier list]], making it the second lowest ranked character on the entire tier list.


''See also: [[:Category:Jigglypuff players (SSB4)]]''
As other bottom-tier characters like Zelda and {{SSB4|Ganondorf}} received numerous buffs, players began considering Jigglypuff as the definitive worst character in the game. This was backed up by Jigglypuff having virtually no representation at a national level, aside from a handful of decent performances from {{Sm|LeeT}}. As such, Jigglypuff was ranked 57th on the second tier list, placing it at the very bottom of the entire tier list, and it remained dead last for the rest of competitive ''Smash 4''. The only changes it received on subsequent tier lists was its reassessment to the low-tier on the third tier list due to the bottom tier being abolished, and ranking 54th on the final tier list with the exclusion of Miis from the tier list.


*{{Sm|Arika|Japan}} - One of the best Jigglypuff players in the world. Placed 17th at {{Trn|Umebura Smash 4 Final}} and 33rd at {{Trn|Umebura 32}} with wins over players such as {{Sm|Masashi}} and {{Sm|Kome}}.
It wouldn't be until 2018, after the release of the final tier list, where Jigglypuff would finally began seeing some noteworthy results. {{Sm|Captain L}} started using Jigglypuff as a secondary alongside Pikachu and achieved noteworthy placements and wins, including 2nd at [https://www.start.gg/tournament/vancouver-battle-royale-spring-championship-in-partnership-with-bclc/details Vancouver Battle Royale - Spring Championship] and 3rd at {{Trn|Flatiron 3}}, defeating {{Sm|Larry Lurr}} in the former and {{Sm|BestNess}} in the latter. In addition, {{Sm|Arika}} also saw some noteworthy performances during this time, placing 33rd at {{Trn|Umebura 32}} defeating {{Sm|Kome}} and, most notably, placing 17th at {{Trn|Umebura Smash 4 Final}} defeating {{Sm|takera}} and {{Sm|Masashi}}, the best Jigglypuff performance in ''Smash 4''. Although these results took advantage of the opponent's lack of matchup experience, it was nevertheless more impressive than the results of several other low and mid tier characters during this time. As such, Jigglypuff's status as the game's worst character became a subject of debate in the final year of competitive ''Smash 4'', with some players such as {{Sm|Dabuz}}, {{Sm|Raito}}, and {{Sm|ESAM}} believing Jigglypuff should be ranked slightly higher. Nevertheless, Jigglypuff was still unanimously considered to be one of the worst characters in the game and a nonviable pick in competitive play.
*{{Sm|Captain L|Canada}} - Used Jigglypuff as a secondary alongside {{SSB4|Pikachu}}, and is considered one of the best Jigglypuff players in the world. Place 5th at {{Trn|Saints Gaming Live 2018}}, 9th at {{Trn|CEO 2018}}, and 13th at {{Trn|Smash 'N' Splash 4}} with wins over players such as {{Sm|Larry Lurr}} and {{Sm|BestNess}}.
*{{Sm|Hungrybox|USA}} - One of the best Jigglypuff players in the United States. Placed 5th at {{Trn|Full Bloom 3}}, 17th at {{Trn|FC Smash 15XR: Return}}, and 25th at {{Trn|WTFox 2}} with a win over {{Sm|Fatality}}.
*{{Sm|LeeT|USA}} - Formerly played Jigglypuff and was previously considered the best Jigglypuff player in the world. Placed 33rd at {{Trn|Shine 2016}} and 49th at {{Trn|CEO 2017}}.
*{{Sm|MASTER PUFFY|Mexico}} - The best Jigglypuff player in Mexico. Placed 13th at {{Trn|Smash Fest 3}} and 17th at {{Trn|ConComics April 2018}} with wins over players such as {{Sm|Richi}}, {{Sm|QROG}}, and {{Sm|Dano}}. Ranked 51st on the [[Mexican Power Rankings]].


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==[[Trophies]]==
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