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{{ArticleIcons|ssb=y}} | {{ArticleIcons|ssb=y}} | ||
{{disambig2|Jigglypuff's appearance in ''Super Smash Bros''|this Pokémon in other contexts|Jigglypuff}} | {{disambig2|Jigglypuff's appearance in ''Super Smash Bros.''|this Pokémon in other contexts|Jigglypuff}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Jigglypuff | |name = Jigglypuff | ||
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'''Jigglypuff''' ({{ja|プリン|Purin}}, ''Purin'') is an unlockable character in ''[[Super Smash Bros.]]'' Mainly included due to [[bulbapedia:Jigglypuff (anime)|its popularity in the anime at the time]], Jigglypuff is notable for its similar appearance and nature to {{SSB|Kirby}}, and the fact that they share a lot of moves makes them [[Clone|semi-clones]]. It is the floatiest and lightest character in the game, a trait it has kept in subsequent appearances. | '''Jigglypuff''' ({{ja|プリン|Purin}}, ''Purin'') is an unlockable character in ''[[Super Smash Bros.]]'' Mainly included due to [[bulbapedia:Jigglypuff (anime)|its popularity in the anime at the time]], Jigglypuff is notable for its similar appearance and nature to {{SSB|Kirby}}, and the fact that they share a lot of moves makes them [[Clone|semi-clones]]. It is the floatiest and lightest character in the game, a trait it has kept in subsequent appearances. | ||
Jigglypuff is voiced by | Jigglypuff is voiced by Rachael Lillis in English and Mika Kanai in Japanese, its voice actresses in the dubbed and the original anime. | ||
Jigglypuff ranks 6th, right in the middle of the [[tier list]], in the B tier. It is notable for being the lightest, floatiest, and lowest gravity character in the game. Jigglypuff has many low [[knockback]] attacks, which when combined with its floatiness, can be abused to its advantage in several combos against heavier characters, especially by gimping them or carrying them all the way to the lateral blast lines. It also has some moves with disproportionate power, like its up smash, back throw, and the famous [[Rest]]. However, because Jigglypuff is so light and floaty, it is very easy to KO. In addition, Jigglypuff lacks a rising [[up special]] move for recovery, forcing it to rely on its remaining midair jumps and [[Pound]] to recover. | Jigglypuff ranks 6th, right in the middle of the [[tier list]], in the B tier. It is notable for being the lightest, floatiest, and lowest gravity character in the game. Jigglypuff has many low [[knockback]] attacks, which when combined with its floatiness, can be abused to its advantage in several combos against heavier characters, especially by gimping them or carrying them all the way to the lateral blast lines. It also has some moves with disproportionate power, like its up smash, back throw, and the famous [[Rest]]. However, because Jigglypuff is so light and floaty, it is very easy to KO. In addition, Jigglypuff lacks a rising [[up special]] move for recovery, forcing it to rely on its remaining midair jumps and [[Pound]] to recover. | ||
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==Attributes== | ==Attributes== | ||
[[File:SSB64 Congratulations Jigglypuff.png|thumb|250px|Jigglypuff's | [[File:SSB64 Congratulations Jigglypuff.png|thumb|250px|Jigglypuff's ending picture in ''Super Smash Bros.'']] | ||
Most of Jigglypuff's moveset consists of low knockback attacks. Its great aerial mobility makes up for the fact that it has the second slowest dash speed. It can also use the teleport | Most of Jigglypuff's moveset consists of low knockback attacks. Its great aerial mobility makes up for the fact that it has the second slowest dash speed. It can also use the teleport techique to help with its ground game. Jigglypuff also has in its arsenal surprisingly powerful finishing attacks, such as its up smash. | ||
Jigglypuff's ground attacks are generally slow and weak, other than its smashes. Neutral attack, forward tilt, and down tilt have little use in general. Up tilt is also weak but can be used for [[combo]]s at low-mid percentages, and it can lead into an up smash or Rest as a finisher. Forward smash is a decent finisher at high percents, up smash is one of the strongest in the game, while down smash sends the opponent at a [[semi-spike]] trajectory, making it useful for [[edgeguarding]]. Jigglypuff has some good aerials, with a good edgeguarding ability. Its down air can [[meteor smash]], but its weak which makes it better at setting follow ups. | Jigglypuff's ground attacks are generally slow and weak, other than its smashes. Neutral attack, forward tilt, and down tilt have little use in general. Up tilt is also weak but can be used for [[combo]]s at low-mid percentages, and it can lead into an up smash or Rest as a finisher. Forward smash is a decent finisher at high percents, up smash is one of the strongest in the game, while down smash sends the opponent at a [[semi-spike]] trajectory, making it useful for [[edgeguarding]]. Jigglypuff has some good aerials, with a good edgeguarding ability. Its down air can [[meteor smash]], but its weak which makes it better at setting follow ups. | ||
Jigglypuff has a unique set of special moves, which can be considered "extreme". They all tend to have incredible strengths bundled with terrible weaknesses. Its neutral special move ([[Pound]]) has short range (like all of Jigglypuff's moves) and a decent amount of startup lag, but it also does high damage, solid knockback, a lot of [[shield damage]], and can easily [[Rising Pound|give Jigglypuff additional recovery]], especially horizontally. Its down special move ([[Rest]]) is known for having incredible strength if it connects, considerable ending lag, zero startup, poor range, and providing [[invincibility frame]]s until its eyes close. It is an excellent combo finisher, and can be comboed into from a variety of follow ups such as up tilt, down air and up air. Its forward throw can be comboed into Rest for a kill at | Jigglypuff has a unique set of special moves, which can be considered "extreme". They all tend to have incredible strengths bundled with terrible weaknesses. Its neutral special move ([[Pound]]) has short range (like all of Jigglypuff's moves) and a decent amount of startup lag, but it also does high damage, solid knockback, a lot of [[shield damage]], and can easily [[Rising Pound|give Jigglypuff additional recovery]], especially horizontally. Its down special move ([[Rest]]) is known for having incredible strength if it connects, considerable ending lag, zero startup, poor range, and providing [[invincibility frame]]s until its eyes close. It is an excellent combo finisher, and can be comboed into from a variety of follow ups such as up tilt, down air and up air. Its forward throw can be comboed into Rest for a kill at med percents against fast fallers like {{SSB|Captain Falcon}}, {{SSB|Fox}}, {{SSB|Link}} along with characters with high falling speed such as {{SSB|Yoshi}} and {{SSB|Donkey Kong}}, which is known as the [[Space animal slayer]]. Its up special move, [[Sing]], puts opponents to sleep, but unlike in future games, it keeps opponents asleep longer at low percentages. This allows it to start combos at low percents. | ||
On the receiving end, Jigglypuff's floatiness, low weight, and small size make it difficult to land long combos on it. Furthermore, Jigglypuff's slow [[falling speed]], five midair jumps, good [[air speed]], and Rising Pounds allow it to [[recover]] from almost any distance horizontally. On the downside, its vertical recovery is very bad due to only three of its midair jumps giving actual height (its fourth midair jump gives next to no height, and its fifth merely slows its descent) and it lacking a rising up special move. This makes it very vulnerable to [[meteor smash]]es and semi-spike attacks like Fox's [[Shine spike]]. Also, Jigglypuff's slow falling speed makes it very easy to [[juggle]], and very vulnerable to characters with powerful vertical finishers, such as {{SSB|Fox}} with his up smash and up aerial. Light [[weight]] also has its downside, as Jigglypuff will often be knocked out at earlier then any other character. If Jigglypuff's shield breaks when there is no ceiling, it will be [[Star KO]]ed, so Jigglypuff players must be very careful when shielding multi-hit attacks and attacks that cause high [[shield damage]]. This is | On the receiving end, Jigglypuff's floatiness, low weight, and small size make it difficult to land long combos on it. Furthermore, Jigglypuff's slow [[falling speed]], five midair jumps, good [[air speed]], and Rising Pounds allow it to [[recover]] from almost any distance horizontally. On the downside, its vertical recovery is very bad due to only three of its midair jumps giving actual height (its fourth midair jump gives next to no height, and its fifth merely slows its descent) and it lacking a rising up special move. This makes it very vulnerable to [[meteor smash]]es and semi-spike attacks like Fox's [[Shine spike]]. Also, Jigglypuff's slow falling speed makes it very easy to [[juggle]], and very vulnerable to characters with powerful vertical finishers, such as {{SSB|Fox}} with his up smash and up aerial. Light [[weight]] also has its downside, as Jigglypuff will often be knocked out at earlier then any other character. If Jigglypuff's shield breaks when there is no ceiling, it will be [[Star KO]]ed, so Jigglypuff players must be very careful when shielding multi-hit attacks and attacks that cause high [[shield damage]]. This is problamatic in certain matchups, like Yoshi, who posses strong shield break combos. | ||
==Differences between game versions== | ==Differences between game versions== | ||
===NTSC-J to NTSC-U=== | ===NTSC-J to NTSC-U=== | ||
Jigglypuff was buffed overall in the transition to NTSC-U, with the longer range on its down smash helping it edgeguard opponents, and the much higher power of [[Rest]] making it a go-to finisher out of a combo. However, the removal of [[momentum sliding]] slightly hurts its approach | Jigglypuff was buffed overall in the transition to NTSC-U, with the longer range on its down smash helping it edgeguard opponents, and the much higher power of [[Rest]] making it a go-to finisher out of a combo. However, the removal of [[momentum sliding]] slightly hurts its approach. Overall, Jigglypuff is slightly better than in the Japanese version. | ||
====Aesthetics==== | ====Aesthetics==== | ||
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*{{change|Rest now makes the [[ping]] sound effect when it connects rather than a heavy kick sound.}} | *{{change|Rest now makes the [[ping]] sound effect when it connects rather than a heavy kick sound.}} | ||
===NTSC-U to PAL=== | ===NTSC-U to PAL (AUS)=== | ||
Jigglypuff was nerfed in its transition to PAL. While it indirectly benefits from the | Jigglypuff was nerfed in its transition to PAL. While it indirectly benefits from the [[Teleport (SSB)|teleport]] glitch covering more distance, which in turn gives Jigglypuff better approach options, down aerial and especially [[Rest]] have smaller hitboxes; making them harder to land. | ||
====Attributes==== | ====Attributes==== | ||
*{{buff| | *{{buff|[[Teleport (SSB)|Teleport]] goes farther, making it a better approach option.}} | ||
====Aerial attacks==== | ====Aerial attacks==== | ||
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====Specials==== | ====Specials==== | ||
*{{nerf|Rest has a | *{{nerf|Rest has a much smaller hitbox (130u → 60u).}} | ||
===PAL (AUS) to PAL EUR=== | |||
====Aesthetics==== | |||
*{{change|Jigglypuff has all new voice clips when the game is set to French or German due to its name change from "Jigglypuff" to "Rondoudou" and "Pummeluff" respectively.}} | |||
==Moveset== | ==Moveset== | ||
''For a gallery of Jigglypuff's hitboxes, see [[Jigglypuff (SSB)/Hitboxes|here]].'' | ''For a gallery of Jigglypuff's hitboxes, see [[Jigglypuff (SSB)/Hitboxes|here]].'' | ||
[[File:SSB64 Jiggly.gif|right]] | [[File:SSB64 Jiggly.gif|right]] | ||
[[File:Jigglypuff SSB Air Attacks.PNG|thumb|150px|Jigglypuff's aerial attacks]] | [[File:Jigglypuff SSB Air Attacks.PNG|right|thumb|150px|Jigglypuff's aerial attacks]] | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSB | |game=SSB | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=4% | |neutral2dmg=4% | ||
|neutraldesc=Jigglypuff performs two stubby punches. The first hit is usually used in the middle of combos for some extra damage. The second hit has a bit more ending lag, but it deals more damage and it launches opponents upwards, giving it setup potential. It is overall similar to Kirby's, but with more startup lag, and Jigglypuff has no rapid jab. | |neutraldesc=Jigglypuff performs two stubby punches. The first hit is usually used in the middle of combos for some extra damage. The second hit has a bit more ending lag, but it deals more damage and it launches opponents upwards, giving it setup potential. It is overall similar to Kirby's, but with more startup lag, and Jigglypuff has no rapid jab. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=8% | |ftiltdmg=8% | ||
|ftiltdesc=Circles in place and kicks. Can be angled. Very weak for a forward tilt, but it does not have too much ending lag. | |ftiltdesc=Circles in place and kicks. Can be angled. Very weak for a forward tilt, but it does not have too much ending lag. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=10% | |utiltdmg=10% | ||
|utiltdesc=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 u-tilt chain or as a setup for more powerful attacks. However, at low percents, the sourspot (closest to Jigglypuff) is very punishable and has knockback similar to a jab. It is, essentially, a slower, weaker version of Kirby's version, with a longer animation and less disjointed range. | |utiltdesc=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 u-tilt chain or as a setup for more powerful attacks. However, at low percents, the sourspot (closest to Jigglypuff) is very punishable and has knockback similar to a jab. It is, essentially, a slower, weaker version of Kirby's version, with a longer animation and less disjointed range. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc=Jigglypuff kicks forwards while crouching. The move sends the opponent upwards at a 70 degree angle. The move has high startup and ending lag, giving it limited utility. | |dtiltdesc=Jigglypuff kicks forwards while crouching. The move sends the opponent upwards at a 70 degree angle. The move has high startup and ending lag, giving it limited utility. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean), 6% (late) | |dashdmg=10% (clean), 6% (late) | ||
|dashdesc=A generic dash attack, Jigglypuff trips over and slides, hitting opponents in front of it. | |dashdesc=A generic dash attack, Jigglypuff trips over and slides, hitting opponents in front of it. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg=16% (clean), 10% (late) | |fsmashdmg=16% (clean), 10% (late) | ||
|fsmashdesc=This attack sends Jigglypuff forward with a quick burst of speed. It is similar to Kirby's forward smash, except it has more startup lag, and it deals less damage and knockback. Despite this, Jigglypuff's forward smash still has low startup lag for a forward smash and it still has above average knockback, making it a solid forward smash overall. | |fsmashdesc=This attack sends Jigglypuff forward with a quick burst of speed. It is similar to Kirby's forward smash, except it has more startup lag, and it deals less damage and knockback. Despite this, Jigglypuff's forward smash still has low startup lag for a forward smash and it still has above average knockback, making it a solid forward smash overall. | ||
|usmashname= | |usmashname= | ||
|usmashdmg=18% (clean), 10% (late) | |usmashdmg=18% (clean), 10% (late) | ||
|usmashdesc=Rocks its head back then forward for an attack. The move comes out fairly quickly, and it sends the opponent upwards, dealing high damage and very high knockback. It is one of the strongest up smashes in the game. At the last few frames of the attack, the move launches opponents horizontally, and deals much less damage and knockback. It is overall a solid up smash. | |usmashdesc=Rocks its head back then forward for an attack. The move comes out fairly quickly, and it sends the opponent upwards, dealing high damage and very high knockback. It is one of the strongest up smashes in the game. At the last few frames of the attack, the move launches opponents horizontally, and deals much less damage and knockback. It is overall a solid up smash. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg=16% (clean), 10% (late) | |dsmashdmg=16% (clean), 10% (late) | ||
|dsmashdesc=Does a split, sending opponents on either side at a somewhat 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 [[Recovery|recovering]] opponent, while still being able to prevent the opponent from grabbing the [[ledge]]. It can also attack opponents already on the ledge. Has noticeably less range in the Japanese version. | |dsmashdesc=Does a split, sending opponents on either side at a somewhat 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 [[Recovery|recovering]] opponent, while still being able to prevent the opponent from grabbing the [[ledge]]. It can also attack opponents already on the ledge. Has noticeably less range in the Japanese version. | ||
|nairname= | |nairname= | ||
|nairdmg=14% (clean), 9% (late) | |nairdmg=14% (clean), 9% (late) | ||
|nairdesc=Extends a foot out, sending the opponent back. It is similar to Kirby's, although it is slower and weaker. It is the slowest neutral aerial in the game in terms of startup lag although it still comes out fairly quickly. It has above average knockback, has a noticeably disjointed hitbox, and lasts for quite a while, making it a great spacing and edgeuarding option. | |nairdesc=Extends a foot out, sending the opponent back. It is similar to Kirby's, although it is slower and weaker. It is the slowest neutral aerial in the game in terms of startup lag although it still comes out fairly quickly. It has above average knockback, has a noticeably disjointed hitbox, and lasts for quite a while, making it a great spacing and edgeuarding option. | ||
|fairname= | |fairname= | ||
|fairdmg=13% (clean), 9% (late) | |fairdmg=13% (clean), 9% (late) | ||
|fairdesc=Leans back and extends both feet out. The attack is not particularly strong, but it can be used for combos. | |fairdesc=Leans back and extends both feet out. The attack is not particularly strong, but it can be used for combos. | ||
|bairname= | |bairname= | ||
|bairdmg=13% (clean), 9% (late) | |bairdmg=13% (clean), 9% (late) | ||
|bairdesc=Spins and kicks backwards. Back aerial is fairly weak, and it can be chained into itself multiple times. The move does have short range however. | |bairdesc=Spins and kicks backwards. Back aerial is fairly weak, and it can be chained into itself multiple times. The move does have short range however. | ||
|uairname= | |uairname= | ||
|uairdmg=16% | |uairdmg=16% | ||
|uairdesc=Slaps upwards, making an arc with its arm, sending opponents upward with high knockback. 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. Can KO floaty opponents at moderately high percents. | |uairdesc=Slaps upwards, making an arc with its arm, sending opponents upward with high knockback. 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. Can KO floaty opponents at moderately high percents. | ||
|dairname= | |dairname= | ||
|dairdmg=3% (hits 1-10), 30% (total), 3% (landing) | |dairdmg=3% (hits 1-10), 30% (total), 3% (landing) | ||
|dairdesc=Like all drill kicks (other than {{SSB|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 is a very weak [[meteor smash]], but can nonetheless be used for edgeguarding. 3% per hit (total 10 hits). The move also has a landing hit, which can actually be quite useful, as the move has very low landing lag. | |dairdesc=Like all drill kicks (other than {{SSB|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 is a very weak [[meteor smash]], but can nonetheless be used for edgeguarding. 3% per hit (total 10 hits). The move also has a landing hit, which can actually be quite useful, as the move has very low landing lag. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=14% | |fthrowdmg=14% | ||
|fthrowdesc=Jigglypuff throws the opponents straight up. This is both bad and good, as the attack rarely KOs and can't set up edgeguards, but at low percentages, it can be useful for combos. | |fthrowdesc=Jigglypuff throws the opponents straight up. This is both bad and good, as the attack rarely KOs and can't set up edgeguards, but at low percentages, it can be useful for combos. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=16% | |bthrowdmg=16% | ||
|bthrowdesc=Jigglypuff slams the opponent backwards. It is overall a fairly standard back throw, having a good amount of power. | |bthrowdesc=Jigglypuff slams the opponent backwards. It is overall a fairly standard back throw, having a good amount of power. | ||
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|usname=Sing | |usname=Sing | ||
|usdmg=— | |usdmg=— | ||
|usdesc= | |usdesc=Sings, anyone nearby will be sent to sleep. Unlike in later games, opponents sleep for longer at lower percentages. Unlike most up specials, it is not a recovery move, and will most certainly lead to a [[self-destruct]] if used offstage due to its long ending lag. It has very limited use owing to its small range and because usually by the time Jigglypuff ends its song, the opponent could have already [[Button mashing|mashed out]]. | ||
|dsname=Rest | |dsname=Rest | ||
|dsdmg=20%, 14% (NTSC-J) | |dsdmg=20%, 14% (NTSC-J) | ||
|dsdesc=Falls asleep for approximately 4 seconds, unable to perform any action during its duration. Jigglypuff has brief intangibility during the startup until its eyes close. However, with the extreme ending lag, it is not a good option to dodge attacks with, as the opponent can use almost any attack afterwards. Similar to Sing, using this move offstage will lead to a self-destruct. Normally, it leaves Jigglypuff very vulnerable, but if the opponent is right next to it, they will be sent flying by the attack. It is a powerful move (more powerful than the [[Falcon Punch]] if used near the horizontal blastzone) that deals a lot of damage, has high knockback, and can be combo'd into using an up tilt or any aerial, with these combos being possible at a variety of percentages using various moves. Much weaker in the Japanese version and it has a smaller hitbox in the PAL versions.}} | |dsdesc=Falls asleep for approximately 4 seconds, unable to perform any action during its duration. Jigglypuff has brief intangibility during the startup until its eyes close. However, with the extreme ending lag, it is not a good option to dodge attacks with, as the opponent can use almost any attack afterwards. Similar to Sing, using this move offstage will lead to a self-destruct. Normally, it leaves Jigglypuff very vulnerable, but if the opponent is right next to it, they will be sent flying by the attack. It is a powerful move (more powerful than the [[Falcon Punch]] if used near the horizontal blastzone) that deals a lot of damage, has high knockback, and can be combo'd into using an up tilt or any aerial, with these combos being possible at a variety of percentages using various moves. Much weaker in the Japanese version and it has a smaller hitbox in the PAL versions.}} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{{Crowd | {{Crowd | ||
|char=Jigglypuff | |char=Jigglypuff | ||
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|victory-theme=PokemonTheme64.ogg | |victory-theme=PokemonTheme64.ogg | ||
|victory-desc=A cover of a portion of the main theme of ''Pokémon''. | |victory-desc=A cover of a portion of the main theme of ''Pokémon''. | ||
|desc-1=Jiggles | |desc-1=Jiggles (also its character select animation). | ||
|desc-2= | |desc-2=Nods. | ||
|desc-3=Rests | |desc-3=Rests. | ||
|char=Jigglypuff}} | |char=Jigglypuff}} | ||
==In [[ | ==In [[Competitive play]]== | ||
{{incomplete|Missing a "Tier placement and history" section.}} | |||
=== | ===Notable players=== | ||
Jigglypuff' | :''See also: [[:Category:Jigglypuff professionals (SSB)]]'' | ||
''Numbers in brackets indicate position in [[64 League Rankings]] 2017'' | |||
*{{Sm|CTG|USA}} (#38) - 5th at [[Get On My Level 2018]], 9th at [[GENESIS 5]]. | |||
*{{Sm|DarkGentleman|USA}} - Ranked 5th in [[New York City Power Rankings]] in 2018. | |||
*{{Sm|Darkhorse|USA}} (#45) - Captain Falcon main that occasionally plays Jigglypuff and Donkey Kong. | |||
*{{Sm|Den-Chan|Japan}} - Japan's original best Jigglypuff main, 9th at Kanto 2014. | |||
*{{Sm|HAMMERHEART|USA}} (#43) - Dual mains Samus and Jigglypuff. | |||
*{{Sm|Hassan|Japan}} - placed 7th at [[Kansai 2015]]. | |||
*{{Sm|Isai|USA}} (#11) - Won [[Apex 2014]] using only Jigglypuff. | |||
*{{Sm|Pucchin|Japan}} - placed 13th at [[Kansai 2017]]. | |||
*{{Sm|Ringedge|Canada}} - Fox/Jigglypuff main, 17th at [[GENESIS 5]]. | |||
*{{Sm|Ryuka|Japan}} - placed 9th at [[Kanto 2017]]. | |||
*{{Sm|Sutekina Stacy|Japan}} - placed 9th at [[Kanto 2017]]. | |||
*{{Sm|tacos|USA}} (#14) - Yoshi main with multiple secondaries. | |||
*{{Sm|takuro~|Japan}} - Japan's 2nd best Jigglypuff, has some high placing at [[Kanto (tournament series)|Kanto]] tournaments (2011: 2nd, 2014 & 2017: 5th). | |||
*{{Sm|wangera|Japan}} (#6) - A Top 5 player in Japan, considered to be the best Jigglypuff in the World. | |||
*{{Sm|YBOMBB|Canada}} (#31 (2016)) - One of the best 5 players in Canada. | |||
*{{Sm|Yunque|USA}} (#47) - Placed 9th at [[Tournament:Shine 2016|Shine 2016]]. | |||
==Techniques== | ==Techniques== | ||
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[[File:SSB64 Jigglypuff Teleport.gif|thumb|Jigglypuff performing a teleport.]] | [[File:SSB64 Jigglypuff Teleport.gif|thumb|Jigglypuff performing a teleport.]] | ||
{{Main|Teleport (SSB)}} | {{Main|Teleport (SSB)}} | ||
A technique that allows Jigglypuff to | A technique that allows Jigglypuff to slide forward a moderate distance. Jigglypuff can attack, jump, or perform other actions out of the slide (it even allows it to go offstage), and with it giving it some speed, it can be used for movement, faster than just [[dashing]] due to Jigglypuff's low dashing speed. | ||
===Rising Pound=== | ===Rising Pound=== | ||
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==Trivia== | ==Trivia== | ||
* | *Jigglypuff, along with Pikachu, are technically the first two playable characters in ''Smash'' to actually be neutral characters rather than either heroes or villains. This is most likely due to the fact that unlike the human characters in ''Pokémon'', the Pokémon themselves do not have any sense of morality, and therefore do not belong in either alignment, instead willingly choosing to side with whatever alignment said humans are on. | ||
*Jigglypuff, along with Pikachu, are also the first two playable characters in Smash whose actual genders are never revealed (as with all other playable Pokémon characters except for [[Mewtwo]], who is technically genderless due to it being a legendary, up until the introduction of the [[Pokémon Trainer]] in ''[[Brawl]]''). This is most likely due to the fact that the first game was released before the concept of genders was introduced in the ''Pokémon'' games proper, explaining why all Pokémon are referred via gender-neutral pronouns such as "it" regardless of said Pokémon's actual gender. | |||
{{SSBCharacters}} | {{SSBCharacters}} |