Editing Jigglypuff (SSB4)

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{{Infobox Character
{{Infobox Character
|name = Jigglypuff
|name = Jigglypuff
|image = [[File:Jigglypuff SSB4.png|250px]]
|image = [[File:Jigglypuff SSB4.png|250px|Jigglypuff]]
|game = SSB4
|game = SSB4
|ssbgame1 = SSB
|ssbgame1 = SSB
|ssbgame2 = SSBM
|ssbgame2 = SSBM
|ssbgame3 = SSBB
|ssbgame3 = SSBB
|ssbgame4 = SSBU
|availability = [[Unlockable character|Unlockable]] (3DS)<br />[[Starter character|Starter]] (Wii U)
|availability = [[Unlockable character|Unlockable]] (3DS)<br />[[Starter character|Starter]] (Wii U)
|tier = G
|tier = F
|ranking = 54
|ranking = 58
}}
}}
'''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 23rd, 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 5th, 2014. Jigglypuff is once again voiced by Rachael Lillis in English and Mika Kanai in Japanese, albeit via recycled voice clips. As in previous games, it also has different voice actresses in French and German.


'''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 is currently ranked 58th on the [[tier list]], placing it at the bottom the F tier and the entire tier list itself. This is a slight drop from its already near-bottom ranking in ''Brawl''. 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 a strong [[edgeguarding]] potential, and allow it to perform its signature [[Wall of Pain]] technique, although not with quite the same potency, while its neutral and back aerials are potent KOing options, include a now-buffed [[Rest]].  


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''.
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. 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.  


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]].
Jigglypuff is considered non-viable for tournament play, though a number of players have made some impacts at tournaments, with {{Sm|LeeT}} notably placing 33rd at [[Shine 2016]] and 49th at [[CEO 2017]] while exclusively using Jigglypuff. 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.


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.
==How to unlock==
 
Jigglypuff has been considered non-viable for tournament play throughout the game's lifespan, as exhibited with its meager tournament results, playerbase, and complete lack of [[buff]]s from [[update]]s. However, several 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 secondary on the [[Panda Global Rankings|Panda Global Rankings v5]].
 
==How to unlock (3DS version only)==
* Play 120 VS Matches.
* Play 120 VS Matches.
* Collect 30 different pieces of [[equipment]].
* Collect 30 different pieces of [[equipment]].
After completing one of the two methods, Jigglypuff must then be defeated on [[Unova Pokémon League]].
After completing one of the two methods, Jigglypuff must then be defeated on [[Unova Pokémon League]].
Jigglypuff does not have to be unlocked in {{forwiiu}}.


==Attributes==
==Attributes==
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]], tied for the eleventh fastest [[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 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 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 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.
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; {{SSB4|Cloud}}, {{SSB4|Ness}}, {{SSB4|Ganondorf}}, {{SSB4|Dr. Mario}} and {{SSB4|Little Mac}} are perhaps the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience, while the latter four performances against Jigglypuff revolve around maintaining stage control most of the time.


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 an incredible [[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%.


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 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.
However, Jigglypuff is held back by numerous weaknesses, which are severe enough to almost outweigh its strengths. The most detrimental is its survivability: Jigglypuff's stats result in it having the shortest endurance in the game. As a result, it can be 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.


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.
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'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, Jigglypuff might have to be 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}}, {{SSB4|Shulk}}, 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 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.
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 it's deceptively small hitbox results in it effectively having no priority, despite dealing 14% damage when fully charged. [[Sing]] has awkward timing, little range and 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.


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 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.
Overall, Jigglypuff can quickly rack up damage or KO opponents, but can be KO'd just as quickly. Despite this, characters like Ganondorf are also prominent in these areas to a much bigger extent. As a result of its very 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. Even so, Jigglypuff has already received better representation and results than in ''Brawl'', as it has more dedicated players like {{Sm|CrazieCuban}}, {{Sm|LeeT}}, {{Sm|MASTER PUFFY}}, {{Sm|RDR7}}, and {{Sm|Serynder}}, who have performed decently within their regions. 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 ''Brawl''==
In ''Super Smash Bros. Brawl'', Jigglypuff was considered one of the worst characters in the entire game. While Jigglypuff did have strong aerial mobility, giving it a good aerial game, great edgeguarding and an excellent recovery, Jigglypuff suffered from having a terrible ground game, extremely poor reach, extremely poor endurance and it overall struggled to rack up damage and KO opponents outside of edgeguarding. As a result of this, Jigglypuff could easily be outspaced by most of the cast, who could also KO Jigglypuff with ease, while it struggled to KO its opponents in return.
Despite being ranked as the third worst character in ''Brawl'', Jigglypuff has received a mix of buffs and nerfs (both directly and indirectly) in the transition to ''SSB4''. However, in spite of its powerful moves receiving even more strength, it was ultimately nerfed due to its most critical flaws from ''Brawl'' not being addressed, but rather worsened, while its few strengths (such as its air game and edgeguarding ability) have been nerfed.


While not changed as heavily as some other characters, Jigglypuff received a mix of buffs and nerfs in the transition to ''Super Smash Bros. 4''; however, despite being regarded as one of the worst characters in ''Brawl'', Jigglypuff was ultimately nerfed overall.
Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of [[edge-hogging]] gives it a much harder time edgeguarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as [[Pound]] grants less momentum than before. The addition of [[rage]] hinders its already poor endurance, and it usually cannot survive long enough to make effective use of the mechanic. The changes to [[shield]] mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a greater liability than in ''Brawl''. While Jigglypuff benefits from the drastic changes to [[hitstun]], as it is now able to perform true combos with its aerials again, its nerfed air game counterbalances this issue: its up, down and back aerials (particularly the latter) have increased lag. Its forward aerial, a staple move in previous games, deals less damage and less knockback, making it significantly less useful than before, while its lower short hop removes its notable ability to use two aerials in one short hop. Due to this, a down aerial no longer autocancels from a short hop, nerfing its approach. Its ground game was also weakened, as it no longer as access to [[DACUS]] and its smash attacks now deal less damage and knockback, with the reduction in ending lag for its down and up smashes and its faster dashing speed failing to compensate for this well enough. Because of these changes, its KOing ability is much worse, and even with the changes to hitstun allowing for some hit confirms into Rest, it still has difficulty landing said move.


Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of [[edge-hogging]] gives it a much harder time edgeguarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as [[Pound]] grants less momentum than before, only marginally increasing its recovery distance when executed frame-perfectly, while simultaneously slowing it down significantly. Furthermore, Jigglypuff's jumps are marginally lower now (due to its higher gravity), and Rollout is now unsafe as a recovery option as Jigglypuff can no longer move left and right while falling after hitting an opponent with it. The addition of [[rage]] hinders its already poor endurance, and it usually cannot survive long enough to make effective use of the mechanic. The changes to [[shield]] mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a greater liability than in ''Brawl''. However the weakening of shields also allows Pound to break shields more easily, which coupled with the increased strength of [[Rest]], improves Jigglypuff's offensive capabilities somewhat. While Jigglypuff benefits from the drastic changes to [[hitstun]], as it is now able to perform true combos with its aerials again, its nerfed air game counterbalances this issue: its up, down and back aerials (particularly the latter) have increased lag. Its forward aerial, a staple move in previous games, deals less damage and less knockback, making it significantly less useful than before removing one of Jigglypuff's faster and safer KO options, while its lower short hop removes its notable ability to use two aerials in one short hop. Due to this, a down aerial no longer auto-cancels from a short hop, nerfing its approach. Its ground game was also weakened, as it no longer has access to [[DACUS]] and its smash attacks now deal less damage and knockback, with the reduction in ending lag for its down and up smashes and its faster dashing speed failing to compensate for this well enough. Because of these changes, its KOing ability is much worse, and even with the changes to hitstun allowing for some hit confirms into Rest, it still has difficulty landing said move and some of the setups Jigglypuff previously had into Rest (including down aerial and a jab lock) are either much more difficult and situational in the former's case or in the latter's case, no longer possible at all. In general, Jigglypuff's locking options are far worse due to alterations to its previous main locking moves. Ergo, Jigglypuff's remaining locking options either stop working before rest can KO or in down smash's case; it is too laggy and sends opponents too far away and the new three hit lock limit naturally hinders Jigglypuff's damage racking potential after locking an opponent.
However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been largely restored since ''Brawl'', which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, at the cost of back aerial's noticeable speed loss due to it being re-purposed as a KOing option. A lot of its moves have slightly reduced lag, improving its approach and speed altogether, albeit for the exchange of less damage. Its dash attack also no longer rebounds with a hitbox, giving it some utility for KOing as well as both a new, albeit situational, approach tactic, and a way to deal with projectiles.  


However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been partially restored since ''Brawl'', which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, with neutral aerial regaining some of the power it once had in ''Smash 64'' although back aerial's power came at the cost of being much slower and losing its [[wall of pain]] potential due to it being re-purposed as a KOing option combined with its slower speed/higher launching angle. Jigglypuff's smash attacks and grabs have slightly reduced lag, improving its approach and speed altogether when combined with its slightly higher dash speed, albeit for the exchange of less damage. Its dash attack also no longer rebounds with a hitbox, giving it some utility for KOing as well as both a new, albeit situational, approach tactic, and a way to deal with projectiles.
Even so, these buffs do not compensate at all for the large nerfs it has received. As a result, it is one of the few characters to have been clearly nerfed in its initial transition from ''Brawl'', alongside {{SSB4|Meta Knight}}, {{SSB4|Marth}}, {{SSB4|Falco}}, {{SSB4|Olimar}} and {{SSB4|King Dedede}}, and it is important to note several points: the former three characters (as well as several poorly regarded characters like {{SSB4|Charizard}}, {{SSB4|Ganondorf}} and {{SSB4|Zelda}}) have received buffs over game updates, whereas Jigglypuff has not. Despite the latter two characters not receiving noticeable buffs on game updates, their nerfs in the transition from ''Brawl'' are much less significant when compared to Jigglypuff's more critical flaws and nerfs. The majority of the ''Brawl'' cast has also been buffed to varying degrees, most notably its fellow bottom-tier characters, such as {{SSB4|Mario}} and {{SSB4|Captain Falcon}}. Lastly, it does not really benefit from a slightly more favorable matchup spread due to certain dominant characters from ''Brawl'', such as {{SSBB|Meta Knight}}, being nerfed, as they still have clear strengths that Jigglypuff either lacks or said strengths being counterbalanced by Jigglypuff's weaknesses, allowing said characters to overcome Jigglypuff. As such, its standing among the rest of the cast is worse than in ''Brawl'', and it once again lacks viability in competitive play, though its overall potency compared to ''Brawl'' is somewhat debatable due to the more polarized character balance in the former game.
 
Even so, these buffs do not compensate at all for the large nerfs it has received including its worse damage output and its worse aerial game and the changes to the game's mechanics did not help Jigglypuff that much. As a result, Jigglypuff remains an extremely poor character and is a common contender for the worst character in the game. The majority of the ''Brawl'' cast had benefited from ''Smash 4''{{'}}s mechanics far more than Jigglypuff did and a fair amount of ''Brawl''{{'}}s weaker characters including most of Jigglypuff's fellow bottom-tier characters, such as {{SSB4|Mario}} and {{SSB4|Captain Falcon}} had been buffed both directly and indirectly. Lastly, Jigglypuff does not really benefit from a slightly more favorable matchup spread as while certain dominant characters from ''Brawl'', such as {{SSBB|Meta Knight}}, have been considerably nerfed, they still have clear strengths that Jigglypuff either lacks or said strengths being counterbalanced by Jigglypuff's weaknesses, allowing said characters to overcome Jigglypuff.
 
While several poorly regarded characters like {{SSB4|Charizard}} and {{SSB4|Ganondorf}} have received buffs over game updates, Jigglypuff notably did not receive any improvements whatsoever and newer updates had introduced characters such as {{SSB4|Cloud}} and {{SSB4|Bayonetta}} who gave Jigglypuff even more trouble. As such, its standing relative to the cast is worse than in ''Brawl'' and it only got worse over time due to the aforementioned reasons, and it once again lacks viability in competitive play, though its overall potency compared to ''Brawl'' is somewhat debatable due to the more polarized character balance in the former game.


===Aesthetics===
===Aesthetics===
*{{change|Jigglypuff's design has undergone a few changes, much like the other playable Pokémon in ''SSB4''. It now has smaller eyes, which are a brighter shade of cyan and farther apart from each other. Its mouth is also wider, positioned higher and is closed by default, rather than being perpetually open.}}
*{{change|Jigglypuff's design has undergone a few changes, much like the other playable Pokémon in ''SSB4''. It now has smaller eyes, which are a brighter shade of cyan and farther apart from each other. Its mouth is also wider, positioned higher and is closed by default, rather than being perpetually open. Like most of the cast, Jigglypuff is also more visually expressive with more exaggerated facial expressions while taking hits, such as wincing or tearing up.}}
*{{change|Like most of the cast, Jigglypuff is also more visually expressive as it now directs its eyes in different directions rather than looking straight ahead during certain animations. It also has more exaggerated facial expressions while taking hits, such as wincing or tearing up, and scowls when performing certain attacks.}}
*{{change|Jigglypuff's face now faces the screen regardless of whether it's facing left or right.}}
*{{change|In the Japanese language, Jigglypuff's previously unused damage yells from ''Brawl''{{'}}s [[Sound Test]] are now heard when taking high knockback.}}


===Attributes===
===Attributes===
*{{buff|Jigglypuff [[dash]]es faster (1.1 → 1.155).}}
*{{buff|Jigglypuff [[dash]]es faster (1.1 → 1.155).}}
*{{nerf|Jigglypuff's [[gravity]] is higher (0.05056 → 0.053088) reducing the height of its jumps and further hindering its already poor endurance.}}
*{{change|Jigglypuff's [[gravity]] is higher (0.05056 → 0.053088).}}
*{{nerf|Jigglypuff's low gravity no longer applies when Jigglypuff is aerial [[grab release]]d causing Jigglypuff to cover much less height from an aerial grab release. This makes Jigglypuff much more susceptible to aerial grab release followups and while this is offset by the decreased ending lag of its aerial grab release (FAF 50 → 40), it benefits Jigglypuff less than any other character as Jigglypuff's air release animation was already slightly shorter than the rest of the cast and Jigglypuff's [[air dodge]] was not sped up. As a result, Jigglypuff is now the most susceptible character to aerial grab release follow-ups.}}
*{{nerf|[[Short hop]] is lower, which prevents Jigglypuff from performing two aerials from a short hop.}}
*{{buff|Jigglypuff's [[fast fall]]ing speed is higher (1.372 → 1.568) although it is still the lowest out of the entire roster.}}
*{{change|The general change in size between smaller and larger characters makes Jigglypuff's hurtbox smaller than in ''Brawl'', which is especially noticeable among characters typically depicted as large or small in their respective series. However, this also hinders its range.}}
*{{change|The general change in size between smaller and larger characters makes Jigglypuff's hurtbox smaller than in ''Brawl'', which is especially noticeable among characters typically depicted as large or small in their respective series. However, this also hinders its range.}}
*{{buff|The changes to [[weight]] dependent throws benefits Jigglypuff moreso than most other characters as said throws are now noticeably slower against Jigglypuff.}}
*{{nerf|The 19% damage increase to shields and the significant increase to [[shieldstun]] both significantly hinder Jigglypuff's survivability.}}
*{{nerf|The removal of [[edge-hogging]] and the introduction of edge trumping arguably harms Jigglypuff more than any other character due to it having been a major staple of its edgeguarding while not significantly improving its own recovery.}}
*{{nerf|The removal of [[Edge-hogging|edge hogging]] and the introduction of edge trumping both hinder Jigglypuff's edgeguarding game.}}
*{{buff|Air dodge has less ending lag (FAF 50 → 35).}}
*{{buff|[[Roll]]s have less ending lag (FAF 33 → 31).}}
*{{nerf|Forward roll has more startup lag and both rolls have shorter durations (frames 3-19 (forward), 4-19 (back) → 4-17 (both)).}}
*{{buff|[[Spot dodge]] has a longer duration (frames 3-16 → 4-19).}}
*{{nerf|Spot dodge has more startup (frame 3 → 4) and ending lag (FAF 26 → 29).}}
*{{nerf|Jigglypuff's [[item throw]] is slightly slower (0.9x → 0.8933333x).}}
*{{buff|The [[hurtbox]]es on Jigglypuff's hair tuft were removed.}}


===Ground attacks===
===Ground attacks===
*[[Neutral attack]]:
*{{buff|Neutral attack connects together better due to its new vertical trajectory.}}
**{{buff|Neutral attack has increased base knockback (8/16 → 12/22) and it launches opponents at a higher angle ([[Sakurai angle|361°]] → 60°/78° (hit 1)/55°/65° (hit 2)), allowing it to connect together better and improving its [[jab cancel]] potential.}}
*{{nerf|Neutral attack can no longer [[jab reset]], removing Jigglypuff's most reliable way to safely set up [[Rest]] or a charged smash attack from a missed [[tech]]. The second hit also has increased ending lag (11 14 frames).}}
***{{nerf|However, this also means that neutral attack can no longer [[lock]] opponents, removing Jigglypuff's most reliable way to safely set up [[Rest]] or a charged smash attack from a missed [[tech]].}}
*{{buff|Dash attack no longer rebounds, which now makes it capable of blocking projectiles and most attacks. This improves its approach potential.}}
**{{change|Neutral attack now uses two extended hitboxes rather than three normal hitboxes. These hitboxes are smaller (4.32u/4.32u/4.32u → 3.5u/3.9u) but they still cover the same amount of space for the first hit.}}
*{{nerf|All smash attacks deal less damage (16%/13% 15%/12% (forward), 15%/13% → 14%/12% (up), 12% → 11% (down)). However, only forward smash's knockback scaling was compensated (103 115), while up and down smashes' were not (100 105 (up), 66 69 (down)).}}
***{{buff|For the second hit however, they are positioned further out, increasing its range.}}
*{{buff|Up and down smashes have decreased ending lag (35 27 frames (up), 37 → 34 frames (down)).}}
***{{nerf|However, this also makes them cover less of Jigglypuff's body for the second hit.}}
*{{nerf|The removal of [[DACUS]] slightly hinders Jigglypuff's already slow ground game due to making up smash more situational.}}
**{{nerf|The second hit has more ending lag (FAF 17 20).}}
*[[Forward tilt]]:
**{{nerf|Forward tilt's hitboxes are now dis-positioned vertically rather than horizontally (x offset: 3/6 → y offset: -3/-6). This gives forward tilt slightly less range.}}
*[[Up tilt]]:
**{{change|Up tilt's far hitbox is now dis-positioned vertically rather than horizontally (x offset: 3 → y offset: -3).}}
*[[Down tilt]]:
**{{buff|Down tilt deals more knockback (40 (base), 30 (scaling) → 50/55).}}
*[[Dash attack]]:
**{{buff|Dash attack's late hit has a longer duration (frames 10-15 → 10-20).}}
**{{bugfix|Due to the rebound hitbox flag being fixed, dash attack no longer rebounds, much like in ''Melee''.}}
***{{buff|This improves its approach potential.}}
**{{nerf|Dash attack has smaller hitboxes (5.76u → 5u (clean)/4u (late)) and they are positioned closer to Jigglypuff (y offset: 3.6 → 2), reducing its range.}}
*[[Forward smash]]:
**{{buff|Forward smash has less ending lag (FAF 55 50).}}
**{{buff|The clean hit has increased knockback scaling (103 → 115), improving its KO potential despite its decreased damage.}}
**{{nerf|Forward smash deals less damage (16%/13% → 15%/12%) without full compensation on the late hit's knockback scaling (80 85).}}
**{{nerf|Forward smash has smaller hitboxes (5.28u/5.28u 5u/5u (clean), 4.32u/4.32u 4u/4u (late)) and they are positioned closer to Jigglypuff (x offset: -0.68/2 → y offset: 1/-2), decreasing its range.}}
*[[Up smash]]:
**{{buff|Up smash has less ending lag (FAF 54 46).}}
**{{nerf|Up smash deals less damage (15%/13% → 14%/12%) without full compensation on its knockback scaling (100 → 105).}}
**{{change|Up smash's hitboxes have been repositioned higher as they are now attached to Jigglypuff's head rather than its body.}}
***{{buff|This improves its use as an anti-air.}}
***{{nerf|However, this also hinders its ability to hit grounded opponents, especially shorter characters.}}
**{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential, further weakening Jigglypuff's already poor ground game.}}
*[[Down smash]]:
**{{buff|Down smash has less ending lag (FAF 53 → 49).}}
**{{nerf|Down smash deals less damage (12% → 11%) without full compensation on its knockback scaling (66 → 69).}}
**{{nerf|The far hitboxes are positioned slightly closer to Jigglypuff (x offset: 0.64 → 0.6).}}


===Aerial attacks===
===Aerial attacks===
*{{buff|The changes to [[hitstun cancelling]] slightly improves Jigglypuff's aerial combo game.}}
*{{buff|Neutral aerial deals 1% more damage (10% → 11%) and has increased knockback (20 (base)/90 (scaling) → 30/100), significantly improving its KO potential.}}
*{{nerf|Jigglypuff's lower [[short hop]] prevents it from performing two aerials in a short hop.}}
*{{nerf|Forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98), significantly hindering its KO potential.}}
*{{nerf|All aerials have shorter initial [[auto-cancel]] windows (frames 1-5 (neutral)/1-7 (forward/back/up) → 1-3 (neutral/forward/back/up), frames 1-4 → 1 (down)), no longer lasting the entire aerial before the hitboxes come out.}}
*{{buff|Forward aerial's decreased knockback scaling improves its combo potential, similarly to in ''Melee''.}}
*[[Neutral aerial]]:
*{{buff|Back aerial deals 1% more damage (12% → 13%) and has significantly increased knockback (0/10 (base)/90 (scaling) → 0/30/120), improving its KO potential.}}
**{{buff|Neutral aerial has a longer duration (frames 6-29 → 6-30).}}
*{{nerf|Back aerial has increased start-up (frame 8 → 12), ending (20 27 frames) and landing lag (15 frames → 18). It also has a shorter duration (4 frames → 2) and a slower [[autocancel]] window (frame 23> → 28>). Altogether, these changes significantly hinder its spacing and [[Wall of Pain]] potentials.}}
**{{buff|The clean hit deals more damage (10% → 11%) and knockback (20 (base), 90 (scaling) → 30/100), significantly improving its KO potential.}}
*{{buff|Up aerial has a longer duration (9 frames → 13) and increased vertical range.}}
**{{buff|The late hit has increased base knockback (10 → 50), making it much safer on hit and allowing it to [[gimp]] more effectively.}}
*{{nerf|Up aerial has increased start-up (8 frames → 9) and ending lag (16 24 frames).}}
***{{nerf|However, this has removed its ability to lock, removing another one of Jigglypuff's most reliable locking tools.}}
*{{nerf|Down aerial deals 2% less damage if all hits connect (16% 14%). It also has increased start-up lag (frame 5 7) and no longer autocancels from a short hop.}}
**{{change|The late hit now uses one extended hitbox rather than two normal hitboxes.}}
*{{buff|Down aerial is harder to [[SDI]] out of, has different angles at different parts of the move to help it link, and the last hit is now a pseudo-finisher, improving its edgeguarding potential.}}
***{{buff|This increases its range below Jigglypuff.}}
*{{change|Down aerial can now launch opponents backward. This improves its edgeguarding potential and grants it new follow-up options, but makes some of its previous follow-up options impossible to connect if the opponent is sent backwards.}}
***{{nerf|However, this also decreases its range above Jigglypuff.}}
*{{buff|The changes to hitstun canceling improve Jigglypuff's aerial combo game.}}
**{{nerf|Neutral aerial auto-cancels later (frame 30 → 40), no longer doing so immediately after its hitboxes cease, significantly hindering its followup potential when combined with the late hit's higher base knockback.}}
**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}}
*[[Forward aerial]]:
**{{nerf|A clean hit with forward aerial deals less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98) significantly hindering its KO potential.}}
***{{buff|However, this also improves its followup potential.}}
**{{change|Late forward aerial has increased base knockback (12 → 30), improving its safety and edgeguarding potential but hindering its followup and locking potential.}}
**{{nerf|The far hitbox is positioned closer to Jigglypuff (z offset: 10 → 9/8), reducing its range.}}
*[[Back aerial]]:
**{{buff|Back aerial deals more damage (12% → 13%) and has significantly increased knockback (10 (base), 90 (scaling) → (0/30)/120), significantly improving its KO potential.}}
**{{change|Back aerial has a higher [[hitlag]] multiplier (1× → 1.2×). This makes it benefit from the introduction of [[frame cancelling]] more, but also makes it easier to [[DI]].}}
**{{change|As with most back aerials, back aerial now always launches opponents behind Jigglypuff.}}
**{{nerf|Back aerial has more startup lag with a shorter duration (frames 8-11 → 12-13).}}
**{{nerf|Back aerial has more ending lag (FAF 33 40) and a longer animation (39 frames → 54), increasing the amount of time Jigglypuff cannot grab ledges after performing the move.}}
**{{nerf|Back aerial has more landing lag (15 frames → 18).}}
**{{nerf|Back aerial auto-cancels later (frame 23 → 28).}}
**{{nerf|Back aerial launches opponents at a higher angle (361° → 46°), which removes its ability to lock and hinders its KO potential.}}
**{{nerf|Back aerial's near hitbox has been removed. The move is also less disjointed due to Jigglypuff's size being increased, without the hitboxes being moved to compensate.}}
***{{nerf|Altogether, these changes significantly worsen back aerial's spacing and [[Wall of Pain]] potential.}}
*[[Up aerial]]:
**{{buff|Up aerial has a longer duration (frames 8-16 9-21).}}
**{{buff|Up aerial has a new animation where Jigglypuff extends its arm, with its hitboxes being moved upwards to match (x offset: 4/1/-2 → 7/4/1). This increases its  range above Jigglypuff.}}
***{{nerf|However, this also reduces its range below Jigglypuff.}}
***{{nerf|The new animation is longer (39 frames → 49).}}
**{{nerf|Up aerial has more startup (frame 8 → 9) and ending lag (FAF 37 45).}}
**{{nerf|Up aerial's near hitboxes are smaller (4u/4u 3u/3u).}}
*[[Down aerial]]:
**{{buff|Down aerial's angles (270° (grounded)/30° (aerial) 145°/280° (both)), and knockback (20/10 (base), 0 (set), 100 (scaling) → 10/0/100 (lower hitbox), 0/30/100 (upper hitbox)) have been altered, making it connect much more reliably, especially against aerial opponents.}}
***{{nerf|However, these new angles prevent it from [[trip]]ping grounded opponents, as well as gaining the ability to lock, hindering its ability to lead into [[Rest]].}}
**{{buff|The loop hits have a lower [[SDI multiplier]] (1.2× → 0.8×). When combined with the weakening of [[SDI]] and the move's altered knockback/angles, this makes down aerial much more difficult to escape from.}}
**{{buff|Down aerial now has an additional, ninth hit that launches opponents horinzontally (270° (grounded)/30° (aerial) → 45° (both)) and deals higher knockback (20/10 (base)/100 (scaling) → 30/150), improving its edgeguarding and KO potential.}}
***{{buff|This new final hit also decreases the move's ending lag as its total duration was not fully compensated.}}
***{{nerf|However, much like with the first eight hits, this, in addition to sending aerial opponents at a higher angle also hinders its combo potential.}}
**{{change|The final hit has a much higher hitlag multiplier (0.8× → 2.2×).}}
**{{nerf|Down aerial has more start-up lag (frame 5 → 7).}}
**{{nerf|Down aerial has a longer total duration (FAF 50 → 53) as well as a longer animation (49 frames → 54).}}
**{{nerf|Down aerial auto-cancels later (frame 38 → 45), no longer doing so in a short hop.}}
**{{nerf|Down aerial has smaller hitboxes (6u/5.3u → 3.4u (extended)/2.8u (loop hits), 5u/3u (final)).}}
**{{nerf|The loop hits deal less damage (2% → 1.5%), reducing the move's maximum damage output (16% → 14%).}}


===Throws/other attacks===
===Throws/other attacks===
*[[Grab]]s:
*{{buff|All grabs have decreased ending lag (23 20 frames (standing), 29 24 frames (dash), 25 22 frames (pivot)).}}
**{{buff|All grabs have less ending lag (FAF 30 27 (standing), FAF 40 33 (dash), FAF 36 32 (pivot)).}}
*{{buff|Dash and pivot grabs have decreased start-up lag (frame 10-11 → 8-9 (dash), frame 10-11 → 9-10 (pivot)).}}
**{{buff|Dash and pivot grabs have decreased startup lag (frame 10 (dash/pivot) → 8/9).}}
*{{nerf|Dash grab has slightly less range, due to not propelling Jigglypuff forward as much when the hitbox comes out.}}
**{{nerf|All grabs have noticeably decreased range, now using one extended grabbox rather than multiple normal grabboxes.}}
*{{buff|Pummel deals 0.1% more damage (3% → 3.1%) and is faster.}}
*Standing grab:
*{{buff|Both floor attacks deal 1% more damage (6% → 7%).}}
**{{nerf|Standing grab has a smaller grabbox (4.5u/3.8u → 3.5u) and it does not reach as far (z offset: 11/5 → 4, z stretch: 8.5).}}
***{{buff|However, it does reach slightly further inside Jigglypuff.}}
*Dash grab:
**{{nerf|Dash grab has a smaller grabbox (4u/4u/3u → 2.8u) and it does not reach as far (z offset: 11/5/0 → 4, z stretch: 8.2). This results in the grab going from being noticeably disjointed and covering most of Jigglypuff's body, to now barely covering Jigglypuff's hand and only covering half of its body.}}
***{{nerf|Additionally, dash grab does not propel Jigglypuff forward as much, further reducing its range.}}
*Pivot grab:
**{{nerf|Pivot grab has a smaller grabbox (4u/4u/4u → 3.5u) and it does not reach as far (z offset: -14/-9/-4 → -4, z stretch: -11.5).}}
*[[Pummel]]:
**{{buff|Pummel deals more damage (3% → 3.1%).}}
**{{change|Pummel has a new animation: Jigglypuff slaps the opponent with one hand instead of slapping them with its tuft of hair.}}
**{{change|Pummel's hitbox has been positioned slightly higer upwards (y offset: 6 → 7).}}
**{{nerf|Pummel has a slightly smaller hitbox (5.76u → 5.7u).}}
*[[Floor attack]]s:
**{{buff|Floor attacks have less startup (frame 20 → 17) and ending lag (FAF 50 → 46).}}
**{{buff|Floor attacks deal more damage (6% → 7%) and [[shield damage]] (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).}}
**{{nerf|Floor attacks launch opponents at a higher angle (361° → 48°).}}
**{{nerf|Floor attacks have less intangibility (frames 1-29 (front), 1-26 (back) → 1-21 (both)).}}
*[[Edge attack]]:
**{{buff|Edge attack no longer has [[set knockback]] (90 (set)/100 (scaling) → 90 (base)/20 (scaling)), no longer being weaker than other edge attacks.}}
**{{nerf|Edge attack has a shorter duration (frames 21-25 → 21-23).}}
**{{nerf|Edge attack has less range (4.8u/5.5u (early), 4.5u/4.5/4.5u (late) → 4.5u (extended)), especially vertically.}}
**{{nerf|Edge attack launches opponents at a higher angle (361° → 45°).}}


===Special moves===
===Special moves===
*[[Rollout]]:
*{{nerf|Fully charged [[Rollout]] deals 4% less damage (18% → 14%) without proper compensation for the knockback, causing it to kill significantly later. Jigglypuff can also no longer move in midair after hitting an opponent, significantly hindering its recovery potential and safety. Additionally, the move no longer allows Jigglypuff to bypass freeze-frames when landed on an opponent, effectively increasing its ending lag.}}
**{{buff|Rollout has less landing lag after it connects (30 frames → 25).}}
*{{nerf|Using Rollout in the air now causes its momentum to gradually drop, both reducing its recovery potential and its offensive capabilities in the air. Additionally, slowing down in mid-air by holding in the opposite direction has a much weaker effect on Jigglypuff's momentum, and a new glitch prevents Jigglypuff from curving in mid-air if the user attempts to reverse the direction of Rollout on the same frame that Jigglypuff rolls of a ledge. These changes make it overall easier to cause an accidental [[self-destruct]].}}
**{{change|Slopes now have a much greater influence on Rollout's speed.}}
*{{change|Rollout travels faster and deals more damage when traveling along slopes, such as on [[Green Hill Zone]] and [[Corneria]], which also potentially allows Jigglypuff to bypass certain [[counterattack]]s by moving too fast for the attack to hit. However, attempting to reverse the direction of Rollout while rolling down a cliff will now result in Jigglypuff being flung forwards off the ground, making self destructs very likely.}}
***{{buff|Because of this, Jigglypuff travels much faster when rolling down a slope and it deals more damage (20% → 23%). This also potentially allows Jigglypuff to bypass certain [[counterattack]]s by moving too fast for the attack to hit.}}
*{{nerf|Aerial [[Pound]] now loses momentum more quickly, doesn't travel forward as far, and now causes Jigglypuff to start falling downwards before it is able to begin accelerating forwards through the air. All of these factors combined now result in the usage of aerial Pound actually worsening Jigglypuff's horizontal recovery, even when angled upwards, unless executed 100% perfectly.}}
***{{nerf|However, attempting to reverse the direction of Rollout while rolling down a cliff will now result in Jigglypuff being flung forwards off the ground, making self-destructs very likely.}}
*{{buff|The 19% damage increase to shields benefits [[Pound]], allowing it to break a shield that is below 70% of its health.}}
***{{nerf|Additionally, going up slopes now heavily decreases Jigglypuff's speed until it stops completely.}}
*{{buff|[[Sing]] now has a sweetspot nearer to Jigglypuff which puts opponents to sleep for noticeably longer, while the newly added sourspot retains the same sleep duration from previous games. Furthermore, the third soundwave only features the sweetspot, and no sourspot, on top of its slightly longer reach than the first two. Additionally the move now has somewhat increased range, although it still lacks the ability to hit airborne opponents.}}
**{{nerf|Grounded Rollout's minimum damage is lower (8% → 7%) and it has decreased knockback scaling (100 → 92).}}
*{{buff|[[Rest]] deals 5% more damage (15% → 20%), which largely restores its power from ''Melee'' despite having decreased knockback scaling (75 → 66). It also has a larger hitbox (2.6u → 3.4u), even relative to Jigglypuff's size increase, and has decreased ending lag (246 → 226 frames), slightly improving its accuracy and safety.}}
**{{change|Grounded Rollout no longer has hitboxes on either side of Jigglypuff for hitting stage objects. This makes it harder to hit certain destroyable terrains, but also makes the move less likely to be negated by them.}}
*{{change|The implementation of blast KOs from the upper blast line hinders Rest's safety as a KOing option, due to it possibly allowing the opponent to respawn quickly and have a chance to punish Jigglypuff. However, it also means that the opponent will now usually be KO'd before Jigglypuff when the move is used off-stage. The lengthening of [[screen KO]]s' animations hinders an opponent's chance to punish Jigglypuff, as they now last just as long as [[star KO]]s.}}
**{{nerf|Fully charged Rollout deals less damage (18% → 14%), hindering its KO potential.}}
*{{nerf|[[Puff Up]] deals 1% less damage (18% → 17%).}}
**{{nerf|Jigglypuff can no longer move in midair after hitting an opponent with Rollout, significantly hindering its recovery potential and safety.}}
*{{buff|Puff Up significantly increases Jigglypuff's size, to the point that most stages are entirely covered.}}
**{{nerf|Rollout no longer allows Jigglypuff to bypass hitlag when landed on an opponent, effectively increasing its ending lag.}}
*{{change|Puff Up has received a solitary hitbox once Jigglypuff reaches its maximum size and cries, rather than using multiple hitboxes during the shrink that occurs following the cry. This new hitbox deals damage, reasonable knockback (depending on the opponent's damage) and launches at the [[Sakurai angle]], rather than simply blowing the opponent away with a [[Wind|windbox]] (depending on their proximity to Jigglypuff's center mass). With the shrink hitboxes removed, Jigglypuff cannot chain hits against opponents trapped against a wall for massive damage and mounting knockback.}}
**{{nerf|Jigglypuff's falling speed when using Rollout is higher (1.0 → 1.2), both reducing its recovery potential and its offensive capabilities in the air.}}
*{{change|Puff Up's visual effects have changed. Jigglypuff's eyes continue to glow yellow from the [[Final Smash]] effect when performing Puff Up and it now makes the stage shake.}}
**{{nerf|Rollout's aerial horizontal control is lower (0.1 → 0.05), and a new glitch prevents Jigglypuff from curving in mid-air if the user attempts to reverse the direction of Rollout on the same frame that Jigglypuff rolls of a ledge. These changes make it overall easier to cause an accidental [[self-destruct]].}}
*[[Pound]]:
**{{buff|The 1.19x damage multiplier against shields benefits [[Pound]], now allowing it to break a shield that has 75% of its health.}}
**{{change|Pound now launches opponents at a consistent angle (90°/120° → 75°).}}
**{{nerf|Aerial Pound's initial speed is greater (2.2 → 2.6) however, it has a lower momentum multiplier (0.92x → 0.8x). This makes it lose momentum more quickly, resulting in the move travelling much less horizotal distance.}}
**{{nerf|Pound now slows down Jigglypuff's momentum near the end and causes it to start falling downwards before it is able to begin accelerating forwards through the air.}}
***{{nerf|As a result, this hinders aerial Pound's recovery potential, and makes rising Pound much less useful/effective.}}
*[[Sing]]:
**{{buff|Sing has increased knockback scaling (4 → 30/10), which results in the new near hit in particular putting opponents to sleep for noticeably longer.}}
***{{buff|Furthermore, the third soundwave only features the sweetspot, as the sweetspot takes priority and it completely overlaps the sourspot.}}
**{{buff|The first two waves' far soundwave is larger (13u → 14u).}}
**{{change|Jigglypuff now opens its eyes when performing Sing on the ground, instead of being closed like in ''Smash 64'', ''Melee'' and ''Brawl''.}}
*[[Rest]]:
**{{buff|Rest has a longer duration (frame 2 → 2-4).}}
**{{buff|Rest has less ending lag (FAF 250 → 230).}}
**{{buff|Rest deals more damage (15% → 20%), significantly improving its KO potential despite its decreased knockback scaling (75 → 66).}}
**{{buff|Rest has a larger hitbox (2.6u → 3.4u).}}
**{{nerf|The implementation of blast KOs from the upper blast line hinders Rest's safety as a KOing option (especially at higher percents), due to it possibly allowing the opponent to respawn quickly and have a chance to heavily punish Jigglypuff.}}
***{{nerf|Despite this, the opponent can now be [[star KO]]ed when the move is used far off-stage, making it less safe to use Rest in an edgeguarding situation too.}}
*[[Puff Up]]:
**{{buff|Puff Up slighty increases Jigglypuff's size further.}}
**{{buff|After using Puff Up in mid-air, Jigglypuff will rise upwards a decent amount.}}
**{{change|Puff Up's visual effects have changed. Jigglypuff's eyes continue to glow yellow from the [[Final Smash]] effect when performing Puff Up and it now makes the stage shake.}}
**{{nerf|Puff Up's rising windbox now varies in size, at different times during the move, with the hitbox being smaller in most instances (5.5u/2u/2u → 5u, 5.5u, 5u. 4.6u, 4.8u, 5u, 5.3u). The move additionally lost its windboxes on Jigglypuff's ears.}}
**{{nerf|Puff Up's powerful windbox when Jigglypuff reaches full size has been replaced by a smaller/weaker version of the move's shrinking hitbox from ''Brawl''. This makes the move deal less knockback at lower percents (200 (set), 100 (scaling) → 60 (base)/100), hindering its KO and edgeguarding potential.}}
***{{buff|However, this does allow the move to now consistently deal 17% and it launches opponents at a lower angle (20° → 0°).}}
**{{nerf|Puff Up's full size hitbox has more startup lag (frame 318 → 326).}}
**{{nerf|Puff Up's full size hitbox is smaller (7u/2.2u/2.2u → 6u) and it no longer has hitboxes on Jigglypuff's ears.}}
**{{nerf|Puff Up's full size hitbox has a much longer rehit rate (2 → 30), no longer being able to connect twice.}}
**{{nerf|Puff Up has lost its late full size windbox, and its shrinking hitbox, making it much easier to avoid.}}
***{{nerf|With the shrink hitboxes removed, Jigglypuff can no longer chain hits against opponents trapped against a wall for massive damage and mounting knockback.}}
**{{bugfix|The [[regenerating terrain glitch]] has been fixed.}}


==Update history==
==Update history==
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.  
Jigglypuff is notorious for not receiving any direct changes despite being unilaterally considered a bottom-tier character. However, the changes to shield mechanics in updates [[1.1.0]] and [[1.1.1]] indirectly nerfed Jigglypuff, as the increased [[shieldstun]] makes its susceptibility to being instantly KO'd by having its shield broken more of a liability. Conversely, these changes also make Jigglypuff's attacks slightly safer on shield (most notably its back aerial) and benefits Pound's high shield damage output, slightly improving its limited approach. It also slightly benefits from the nerfs given to some of its hardest matchups in game updates, such as {{SSB4|Diddy Kong}}, {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}}, and {{SSB4|Bayonetta}}. However, it is the one of the only two non-top tier fighters to have never received a single buff (the other being {{SSB4|King Dedede}}), and as such, is currently considered the worst fighter in the game. Overall, Jigglypuff fares considerably worse relative to the cast than it did during the initial release, due to not receiving any truly significant changes from game updates.
 
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.
 
Updates [[1.1.0]] and [[1.1.1]] brought numerous changes to [[shieldstun]] (mainly increasing shieldstun) which did not benefit Jigglypuff overall. While the higher shieldstun did make Jigglypuff's attacks safer on shield, Jigglypuff still lacked any completely safe moves on shield without spacing, in addition to further limiting Jigglypuff's poor [[Out of Shield]] punish game.
 
With Jigglypuff receiving no meaningful changes combined with Jigglypuff not benefiting from universal changes, this naturally meant that Jigglypuff suffered from power creep as time went on. Numerous new top and high tiers characters would emerge via DLC or significant buffs while a vast majority of the other mid-low to bottom tiers were buffed, sometimes to a rather significant degree. This would result in Jigglypuff becoming weaker and weaker relative to the cast in every patch and while Jigglypuff was a far below average character initially, Jigglypuff dropped down to a contender for the worst character in the game by the end of the game's patches due to Jigglypuff receiving no significant buffs while the game kept evolving.
 
Overall, Jigglypuff is largely the same character as at launch although Jigglypuff is an overall worse character relative to the cast due to a mix of Jigglypuff not benefiting from the game's universal gameplay changes via patches and the rest of the lower half of the tier list improving while Jigglypuff largely stayed the same.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
{{UpdateList/1.0.4|char=Jigglypuff}}
{{UpdateList/1.0.4|char=Jigglypuff}}
<!--At some point between 1.0.4 and 1.1.0, Rollout was changed so that if Jigglypuff landed with Rollout, it would have its aerial hitbox rather than its aerial hitbox-->
'''{{GameIcon|ssb4}} [[1.1.0]]'''
{{UpdateList/1.1.0|char=Jigglypuff}}


==Moveset==
==Moveset==
''For a gallery of Jigglypuff's hitboxes, see [[/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSB4
|game=SSB4
|neutralcount=2
|neutralcount=2
|neutralname=Jab ({{ja|たたき|Tataki}}) / Continuous Jab ({{ja|つづけてたたき|Tsuzukete Tataki}})
|neutralname=&nbsp;
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
|neutraldesc=Two alternating punches. It is very quick, which allows it to function as a pseudo-[[jab cancel]] into itself, forward tilt, down tilt, a grab or [[Pound]]. However, it is extremely short-ranged.
|neutraldesc=Two alternating punches. It is very quick, which allows it to function as a pseudo-[[jab cancel]] into itself, forward tilt, down tilt, a grab or [[Pound]]. However, it is extremely short-ranged.
|ftiltname=Rolling Kick ({{ja|まわしげり|Mawashigeri}}, ''Roundhouse Kick'')
|ftiltname=&nbsp;
|ftiltdmg=10%
|ftiltdmg=10%
|ftiltdesc=A spinning roundhouse kick. Due to it being short-ranged, it is best used as a follow-up from neutral attack.
|ftiltdesc=A spinning roundhouse kick. Due to it being short-ranged, it is best used as a follow-up from neutral attack.
|utiltname=Back Kick ({{ja|うしろあしげり|Ushiro Ashigeri}})
|utiltname=&nbsp;
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=A scorpion kick. Has some start-up, but is somewhat powerful for a tilt attack, as it begins KOing at 127%. Although it is best used for scoring KOs, it possesses almost no combo potential unlike {{SSB4|Kirby}}'s up tilt. It can combo into itself twice at very low percents, or a short hopped up aerial up to around 30%. While it can hit opponents in front of Jigglypuff, it has to go right in front of them in order to land it, and lacks this ability entirely against small fighters like [[Pikachu]] and Kirby.
|utiltdesc=A scorpion kick. Has some start-up, but is somewhat powerful for a tilt attack, as it begins KOing at 127%. Although it is best used for scoring KOs, it possesses almost no combo potential unlike {{SSB4|Kirby}}'s up tilt. It can combo into itself twice at very low percents, or a short hopped up aerial up to around 30%. While it can hit opponents in front of Jigglypuff, it has to practically touch them in order to land it, and lacks this ability entirely against small fighters like [[Pikachu]] and Kirby.
|dtiltname=Leg Sweep ({{ja|あしばらい|Ashibarai}})
|dtiltname=&nbsp;
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=A crouching shin kick. Can be used while crouching under some attacks, and is a [[semi-spike]] that is good for setting up edgeguards. It has the strongest base knockback of all of Jigglypuff's tilts, however it also has the longest start-up, and the weakest knockback scaling.
|dtiltdesc=A crouching shin kick. Can be used while crouching under some attacks, and is a [[semi-spike]] that is good for setting up edgeguards. It has the strongest base knockback of all of Jigglypuff's tilts, however it also has the longest start-up, and the weakest knockback scaling.
|dashname=Jiggly Ram ({{ja|ダイビング|Daibingu}}, ''Diving'')
|dashname=&nbsp;
|dashdmg=12% (clean) 8% (late)
|dashdmg=12% (clean) 8% (late)
|dashdesc=A lunging headbutt. Decently quick with good knockback for a dash attack and its hitbox blocks opposing attacks and (similarly to Ganondorf's dash attack) neutralises most projectiles, although it is unsafe on hit at low percentages, and Jigglypuff's slow dashing speed somewhat limits its utility. Begins KOing at 115% while near the edge.
|dashdesc=A lunging headbutt. Decently quick with good knockback for a dash attack and its hitbox blocks opposing attacks and (similarly to Ganondorf's dash attack) neutralises most projectiles, although it is unsafe on hit at low percentages, and Jigglypuff's slow dashing speed somewhat limits its utility. Begins KOing at 115% while near the edge.
|fsmashname=Lunge Kick ({{ja|とびこみげり|Tobikomi Geri}})
|fsmashname=&nbsp;
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|fsmashdesc=A thrust kick. Powerful and has the most range of Jigglypuff's smash attacks, but has considerable ending lag. Begins KOing at 77% while near the edge.
|fsmashdesc=A thrust kick. Powerful and has the most range of Jigglypuff's smash attacks, but has considerable ending lag. Begins KOing at 77% while near the edge.
|usmashname=Headbutt ({{ja|ずつき|Zutsuki}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSB4|14}} (sweetspot), {{ChargedSmashDmgSSB4|12}} (sourspot)
|usmashdmg={{ChargedSmashDmgSSB4|14}} (sweetspot), {{ChargedSmashDmgSSB4|12}} (sourspot)
|usmashdesc=An upward headbutt. Like up tilt, it is most effective if the opponent is behind Jigglypuff. Begins KOing at 112% sweetspotted, and 132% sourspotted. It suffers from a slow startup and a lack of range (despite having a large hitbox size).
|usmashdesc=An upward headbutt. Like up tilt, it is most effective if the opponent is behind Jigglypuff. Begins KOing at 112% sweetspotted, and 132% sourspotted. It suffers from a slow startup and a lack of range (despite having a large hitbox size).
|dsmashname=Jiggly Split ({{ja|りょうあしげり|Ryō Ashigeri}}, ''Double-Footed Kick'')
|dsmashname=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSB4|11}}
|dsmashdmg={{ChargedSmashDmgSSB4|11}}
|dsmashdesc=A spinning split kick. It is short-ranged, but is a [[semi-spike]] that deals horizontal knockback and causes launched opponents to slide a long way across the stage. It can also hit below the edge, placing recovering opponents in a very vulnerable position, and although it will not actually KO under these circumstances until 132%, it makes it very difficult for the opponent to recover.
|dsmashdesc=A spinning split kick. It is short-ranged, but is a [[semi-spike]] that deals horizontal knockback and causes launched opponents to slide a long way across the stage. It can also hit below the edge, placing recovering opponents in a very vulnerable position, and although it will not actually KO under these circumstances until 132%, it makes it very difficult for the opponent to recover.
|nairname=Jigglypuff Kick ({{ja|プリンキック|Purin Kikku}})
|nairname=&nbsp;
|nairdmg=11% (clean), 6% (late)
|nairdmg=11% (clean), 6% (late)
|nairdesc=A flying kick. It is a [[sex kick]] with a long-lasting late hitbox. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted. Commonly used to block opponents from the edge or to end a [[Wall of Pain]]. The clean hit can KO at 108% at the ledge, and even earlier offstage.
|nairdesc=A flying kick. It is a [[sex kick]] with a long-lasting late hitbox. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted. Commonly used to block opponents from the edge or to end a [[Wall of Pain]]. The clean hit can KO at 108% at the ledge, and even earlier offstage.
|fairname=Front Kick ({{ja|まえげり|Maegeri}})
|fairname=&nbsp;
|fairdmg=9% (clean), 6% (late)
|fairdmg=9% (clean), 6% (late)
|fairdesc=A {{s|wikipedia|dropkick}}. Somewhat weak knockback, but good for spacing and can be used for a Wall of Pain. Has a lingering hitbox, though it does not as last as long as neutral aerial's hitbox, while its late hitbox can combo into Rest. Autocancels, but only if quickly inputted after a short hop.
|fairdesc=A {{s|wikipedia|dropkick}}. Somewhat weak knockback, but good for spacing and can be used for a Wall of Pain. Has a lingering hitbox, though it does not as last as long as neutral aerial's hitbox, while its late hitbox can combo into Rest. Autocancels, but only if quickly inputted after a short hop.
|bairname=Spinning Back Kick ({{ja|うしろげり|Ushiro Geri}})
|bairname=&nbsp;
|bairdmg=13%
|bairdmg=13%
|bairdesc=A spinning back kick. Jigglypuff's slowest aerial and lacks a lingering hitbox unlike its other aerials, but has strong knockback and good range while still being reasonably quick, making it a potent finisher. Safe on shield if spaced properly. KOs from 100%-135% sourspotted and from 75%-110% sweetspotted while near the edge. Autocancels, but only if quickly inputted after a short hop.
|bairdesc=A spinning back kick. Jigglypuff's slowest aerial and lacks a lingering hitbox unlike its other aerials, but has strong knockback and good range while still being reasonably quick, making it a potent finisher. Safe on shield if spaced properly. KOs from 100%-135% sourspotted and from 75%-110% sweetspotted while near the edge. Autocancels, but only if quickly inputted after a short hop.
|uairname=Clean Sweep ({{ja|なぎはらい|Nagiharai}})
|uairname=&nbsp;
|uairdmg=9%
|uairdmg=9%
|uairdesc=Waves its arm in an overhead arcing motion. Very short range, but its hitbox lingers without losing strength. Good for [[juggling]] and [[sharking]]. Can combo into Rest at low percentages, but only on fast-fallers, making it an incredibly situational set-up. Autocancels, but only if quickly inputted after a short hop.
|uairdesc=Waves its arm in an overhead arcing motion. Very short range, but its hitbox lingers without losing strength. Good for [[juggling]] and [[sharking]]. Can combo into Rest at low percentages, but only on fast-fallers, making it an incredibly situational set-up. Autocancels, but only if quickly inputted after a short hop.
|dairname=Spinning Kick ({{ja|かいてんげり|Kaiten Geri}})
|dairname=&nbsp;
|dairdmg=1.5% (hits 1-8), 2% (hit 9), 14% (all hits connect)
|dairdmg=1.5% (hits 1-8), 2% (hit 9), 14% (all hits connect)
|dairdesc=A diagonal corkscrew dropkick. Good out of shield option and somewhat effective as an anti-juggling option, but it is unsafe to land with due to its 30 frames of landing lag being punishable even on hit. With precise movement, a rising down aerial can combo into Rest at very specific percents, but only if Jigglypuff predicts the direction the opponent will be sent in, and their DI, making it incredibly risky to attempt, especially since the percent range varies drastically depending on the opponent and DI.
|dairdesc=A diagonal [[Drill (archetype)|corkscrew dropkick]]. Good out of shield option and somewhat effective as an anti-juggling option, but it is unsafe to land with due to its 30 frames of landing lag being punishable even on hit. With precise movement, a rising down aerial can combo into Rest at very specific percents, but only if Jigglypuff predicts the direction the opponent will be sent in, and their DI, making it incredibly risky to attempt, especially since the percent range varies drastically depending on the opponent and DI.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=Reaches out. Jigglypuff's overall grab range is the second shortest in the game, surpassed only by {{SSB4|R.O.B.}}'s. However, each of its grabs have low ending lag.
|grabdesc=Reaches out. Jigglypuff's overall grab range is the second shortest in the game, surpassed only by {{SSB4|R.O.B.}}'s. However, each of its grabs have low ending lag.
|pummelname=Grab Punch ({{ja|つかみパンチ|Tsukami Panchi}})
|pummelname=&nbsp;
|pummeldmg=3.1%
|pummeldmg=3.1%
|pummeldesc=A slap. Its high damage output and decent speed make it very effective, to the point that it is perceived as one of the best pummels in the game.
|pummeldesc=A slap. Its high damage output and decent speed make it very effective, to the point that it is perceived as one of the best pummels in the game.
|fthrowname=Bumper ({{ja|バンパー|Banpā}})
|fthrowname=&nbsp;
|fthrowdmg=5% (hit 1), 5% (throw)
|fthrowdmg=5% (hit 1), 5% (throw)
|fthrowdesc=Puffs up once to launch the opponent forward. Low knockback, but has low ending lag, making it good for setting up edgeguards with its aerials.
|fthrowdesc=Puffs up once to launch the opponent forward. Low knockback, but has low ending lag, making it good for setting up edgeguards with its aerials.
|bthrowname=Brain Buster ({{ja|ブレーンバスター|Burēn Basutā}})
|bthrowname=&nbsp;
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=A [[wikipedia:Suplex#German suplex|German suplex]]. Like forward throw, it is useful for setting up edgeguards.
|bthrowdesc=A [[wikipedia:Suplex#German suplex|German suplex]]. Like forward throw, it is useful for setting up edgeguards.
|uthrowname=Tornado Throw ({{ja|たつまきなげ|Tatsumaki nage}})
|uthrowname=&nbsp;
|uthrowdmg=10%
|uthrowdmg=10%
|uthrowdesc=Spins once to fling the opponent upward in a trail of sparkles. High base knockback but low growth. Jigglypuff's strongest throw, though it only KOs when used with high [[rage]] and while on a platform.
|uthrowdesc=Spins once to fling the opponent upward in a trail of sparkles. High base knockback but low growth. Jigglypuff's strongest throw, though it only KOs when used with high [[rage]] and while on a platform.
|dthrowname=Grinder ({{ja|ぐりぐり|Guriguri}})
|dthrowname=&nbsp;
|dthrowdmg=4% (hit 1), 6% (throw)
|dthrowdmg=4% (hit 1), 6% (throw)
|dthrowdesc=Pins the opponent to the ground and then rolls back and forth on their back, which launches them upward. At certain percents, it can be used as a mix-up into Rest by successfully reading the opponent's reaction.
|dthrowdesc=Pins the opponent to the ground and then rolls back and forth on their back, which launches them upward. At certain percents, it can be used as a mix-up into Rest by successfully reading the opponent's reaction.
Line 335: Line 184:
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Kicks in front of itself, then behind itself.
|floorbdesc=Kicks in front of itself, then behind itself.  
|floortname=&nbsp;
|floortname=&nbsp;
|floortdmg=10%
|floortdmg=10%
|floortdesc=Spins on the ground while kicking both sides, similarly to {{SSB4|Captain Falcon}}'s front floor attack.
|floortdesc=Spins on the ground while kicking both sides, similarly to {{SSB4|Captain Falcon}}'s front floor attack.
|edgename=&nbsp;
|edgename=&nbsp;  
|edgedmg=6%
|edgedmg=6%
|edgedesc=Performs a flip kick while climbing up onto the stage.
|edgedesc=Performs a flip kick while climbing up onto the stage.
Line 380: Line 229:
|fsname=Puff Up
|fsname=Puff Up
|fsdmg=17%
|fsdmg=17%
|fsdesc=Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before quickly deflating back to its normal size. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape, however it can be avoided by grabbing the ledge and dropping off it or simply air dodging just as Jigglypuff is about to say "Jiggly!".
|fsdesc=Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before quickly deflating back to its normal size. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape, however it can be avoided by grabbing the ledge and dropping off it or simply air dodging just as Jigglypuff is about to say "Jiggly!".  
}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 68
|rweight = 58
|dash = 1.4
|rdash = 42-46
|run = 1.155
|rrun = 57
|walk = 0.7
|rwalk = 58
|trac = 0.0718
|rtrac = 2
|airfric = 0.0375
|rairfric = 3
|air = 1.269
|rair = 2
|baseaccel = 0.05
|rbaseaccel = 1
|addaccel = 0.08
|raddaccel = 11-16
|gravity = 0.053088
|rgravity = 58
|fall = 0.98
|rfall = 58
|ff = 1.568
|rff = 58
|jumpsquat = 6
|rjumpsquat = 42-51
|jumpheight = 19.786329
|rjumpheight = 58
|shorthop = 11.260982
|rshorthop = 58
|djump = 24.82302388, 23.02210164, 19.62369296, 16.74676861, 14.09776771
|rdjump = 53
}}
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Jigglypuff English Announcer SSB4-SSBU.wav|English
Jigglypuff Japanese Announcer SSB4-SSBU.wav|Japanese/Chinese
</gallery>


===[[On-screen appearance]]===
===[[On-screen appearance]]===
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|set10=1221
|set10=1221
}}
}}
===Most historically significant players===
===Notable players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
====Active====
*{{Sm|BrianYDG|USA}} - Placed 17th at [[Super Smash Con 2015]].
*{{Sm|Dol|Japan}}
*{{Sm|LeeT|USA}} - Placed 33rd at [[Shine 2016]], 97th at [[Super Smash Con 2017]] and 49th at [[CEO 2017]].
*{{Sm|Mada|USA}} - Currently the only American Jigglypuff solo main in a state-level power ranking, reaching 4th in Idaho. Has a win from {{Sm|POW}}, among other notable Midwest players.
*{{Sm|MASTER PUFFY|Mexico}} - Best Solo Jigglypuff player in Mexico, Placed 5th out of 620 at [[PG Key to 2GGC: Civil War]].
*{{Sm|MrGommi|Canada}}
*{{Sm|Serynder|USA}} - Was once considered the best Jigglypuff player in the world. Has wins over players such as {{Sm|ZD}}.
*{{Sm|Speclar|USA}} - Has a win over {{Sm|Mr. ConCon}}, 25th at [[Mega Smash Mondays 100]].
*{{Sm|Zguh|USA}}
*{{Sm|RDR7|USA}} - South Carolinian smash 4 solo Jigglypuff main who was accepted as a top Jigglypuff player while he played. His highest PR placement was 5th.
 
====Inactive====
*{{Sm|TheReflexWonder|USA}}
*{{Sm|CrazieCuban|USA}} - Renowned Jigglypuff player in Florida. Has since switched to [[Toon Link (SSB4)|Toon Link]].
*{{Sm|RDR7|USA}} - Formerly power ranked in South Carolina.
 
===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 [[tier list]], making it the second lowest ranked character on the entire tier list.


''See also: [[:Category:Jigglypuff players (SSB4)]]''
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 and current 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. However, some players feel that Jigglypuff has earned a slightly higher placement on the tier list, due to having better results and representation than several characters ranked above it. LeeT recently placing 49th at CEO 2017 is a notable example.


*{{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}}.
==Trophies==
*{{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.
:'''Jigglypuff'''
*{{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]].
::{{Flag|North America}} ''This Normal/Fairy-type Pokémon is best known for its soothing singing, which can put foes to sleep. In Smash Bros., it fights best in the air and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, most opponents could launch it in their sleep!''


===Tier placement and history===
::{{Flag|Pal}} ''This Normal- and Fairy-type Pokémon is best known for its soothing singing, which quite often puts foes to sleep. In this game, Jigglypuff fights best in the air, and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, just about any opponent could launch it in their sleep!''
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.
 
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}
 
:'''Jigglypuff (Alt.)'''
::{{Flag|North America}} ''Jigglypuff's down special Rest sends this Pokémon into a deep sleep that damages and launches any foe it's touching upon napping. They'll even take damage after being hit! It's a pretty challenging move to land, though, and it leaves Jigglypuff wide open to revenge. Be careful when you use it.''


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.
::{{Flag|Pal}} ''When you use the Rest down special, you go into a deep sleep, as you'd expect. But if anyone is touching you when you do it, you'll inflict a lot of damage and launch them directly upwards. They even continue to take damage afterwards. It's not easy to pull off, though, and falling asleep leaves you open to attacks, so be careful.''


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.
{{Trophy games|console1=GB|game1=Pokémon Red and Pokémon Blue (09/1998)|console2=3DS|game2=Pokémon X and Pokémon Y (10/2013)}}


==In Solo Modes==
:'''Puff Up'''
===[[All-Star Mode]]===
::{{Flag|North America}} ''When Jigglypuff uses its Final Smash, it starts to grow bigger. And bigger. And bigger! Before you know it, Jigglypuff will have completely taken over the screen-and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand! At near full size, Jigglypuff will damage and launch anyone it touches.''
In All-Star Mode, Jigglypuff is fought in Stage 5 in the 3DS version (if it has been unlocked) or Stage 3 in the Wii U version alongside {{SSB4|Pikachu}}, {{SSB4|Ness}}, {{SSB4|Sheik}}, {{SSB4|Ganondorf}}, {{SSB4|Mewtwo}}, {{SSB4|Charizard}}, {{SSB4|Diddy Kong}}, and {{SSB4|Cloud}}.


==={{GameIcon|SSB4-U}}[[Event Match]]es===
::{{Flag|Pal}} ''It doesn't deal a lot of damage or launch opponents a long way. No, when Jigglypuff uses its Final Smash, it gets...bigger. And bigger. And bigger. Before you know it, Jigglypuff will have completely taken over the screen - and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand!''
====Solo Events====
* '''[[All-Star Battle: Secret]]''': Jigglypuff is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous ''Super Smash Bros.'' games.
* '''[[It's Past Your Bedtime!]]''': Jigglypuff must use [[Sing]] to make {{SSB4|Ness}}, {{SSB4|Bowser Jr.}}, and {{SSB4|Toon Link}} fall asleep at the same time.
====Co-op Events====
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.


===[[Congratulations screen]]s===
<center>
<center>
====3DS====
<gallery>
<gallery>
SSB4-3DS Congratulations Classic Jigglypuff.png|Classic Mode
JigglypuffTrophy3DS.png|Classic (3DS)
SSB4-3DS Congratulations All-Star Jigglypuff.png|All-Star Mode
JigglypuffAllStarTrophy3DS.png|Alt. (3DS)
</gallery>
JigglypuffTrophyWiiU.png|Classic (Wii U)
====Wii U====
JigglypuffAltTrophyWiiU.png|Alt. (Wii U)
<gallery>
PuffUpTrophyWiiU.png|[[Puff Up]]
SSB4-Wii U Congratulations Classic Jigglypuff.png|Classic Mode
SSB4-Wii U Congratulations All-Star Jigglypuff.png|All-Star Mode
</gallery>
</gallery>
</center>
</center>


==[[Trophies]]==
==In [[Event Match]]es==
Jigglypuff's default trophy is obtained by clearing Classic Mode as Jigglypuff. Its alternate trophy is obtained by clearing All-Star Mode as Jigglypuff in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version. The Puff Up trophy is obtained only in the Wii U version by clearing All-Star Mode as Jigglypuff.
===Solo Events===
{{Trophy/Fighter
* '''[[All-Star Battle: Secret]]''': Jigglypuff is one of the opponents fought in this event. All opponents are characters that have been unlockable in previous ''Super Smash Bros.'' games.
|name=Jigglypuff
* '''[[It's Past Your Bedtime!]]''': Jigglypuff must use [[Sing]] to make {{SSB4|Ness}}, {{SSB4|Bowser Jr.}}, and {{SSB4|Toon Link}} fall asleep at the same time.
|image-3ds=JigglypuffTrophy3DS.png
|image-wiiu=JigglypuffTrophyWiiU.png
|mode=Classic
|desc-3ds-ntsc=This Normal/Fairy-type Pokémon is best known for its soothing singing, which can put foes to sleep. In Smash Bros., it fights best in the air and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, most opponents could launch it in their sleep!
|desc-wiiu-ntsc=This Normal/Fairy-type Pokémon is best known for its soothing singing that can put foes to sleep. In Smash Bros., it fights best in the air and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, most opponents could launch it in their sleep!
|desc-pal=This Normal- and Fairy-type Pokémon is best known for its soothing singing, which quite often puts foes to sleep. In this game, Jigglypuff fights best in the air, and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, just about any opponent could launch it in their sleep!
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}


{{Trophy/Fighter
===Co-op Events===
|name=Jigglypuff (Alt.)
* '''[[The Ultimate Battle]]''': Two players select a character and must defeat the entire roster.
|image-3ds=JigglypuffAltTrophy3DS.png
|image-wiiu=JigglypuffAltTrophyWiiU.png
|mode=Alt
|desc-3ds-ntsc=Jigglypuff's down special Rest sends this Pokémon into a deep sleep that damages and launches any foe it's touching upon napping. They'll even take damage after being hit! It's a pretty challenging move to land, though, and it leaves Jigglypuff wide open to revenge. Be careful when you use it.
|desc-wiiu-ntsc=Jigglypuff's down special Rest sends this Pokémon into a deep sleep that damages and launches any foe it's touching upon napping. Foes will even take damage after being hit! It's a pretty challenging move to land, though, and it leaves Jigglypuff wide open to revenge. Be careful when you use it.
|desc-pal=When you use the Rest down special, you go into a deep sleep, as you'd expect. But if anyone is touching you when you do it, you'll inflict a lot of damage and launch them directly upwards. They even continue to take damage afterwards. It's not easy to pull off, though, and falling asleep leaves you open to attacks, so be careful.
|gamelist-ntsc={{Trophy games|console1=GB|game1=Pokémon Red & Pokémon Blue|release1=09/1998|console2=3DS|game2=Pokémon X & Pokémon Y|release2=10/2013}}
|gamelist-pal={{Trophy games|console1=GB|game1=Pokémon Red/Blue|release1=10/1999|console2=3DS|game2=Pokémon X/Y|release2=10/2013}}
}}
{{clrl}}
 
{{Trophy/Fighter
|name=Puff Up
|image=PuffUpTrophyWiiU.png
|desc-ntsc=When Jigglypuff uses its Final Smash, it starts to grow bigger. And bigger. And bigger! Before you know it, Jigglypuff will have completely taken over the screen—and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand! At near full size, Jigglypuff will damage and launch anyone it touches.
|desc-pal=It doesn't deal a lot of damage or launch opponents a long way. No, when Jigglypuff uses its Final Smash, it gets...bigger. And bigger. And bigger. Before you know it, Jigglypuff will have completely taken over the screen – and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand!
|game=ssb4-wiiu
}}
{{clrl}}


==[[Alternate costume (SSB4)#Jigglypuff|Alternate costumes]]==
==[[Alternate costume (SSB4)#Jigglypuff|Alternate costumes]]==
Line 575: Line 363:
<gallery>
<gallery>
Jigglypuff amiibo.png|Jigglypuff's [[amiibo]].
Jigglypuff amiibo.png|Jigglypuff's [[amiibo]].
Jigglypuff unlock notice SSB4-3DS.png|Jigglypuff's unlock notice in {{for3ds}}.
SSB4 - Jigglypuff screen-1.jpg|Using [[Sing]] on [[Pikachu_(SSB4)|Pikachu]] and [[Charizard_(SSB4)|Charizard]].
SSB4 - Jigglypuff screen-1.jpg|Using [[Sing]] on [[Pikachu_(SSB4)|Pikachu]] and [[Charizard_(SSB4)|Charizard]].
SSB4 - Jigglypuff screen-2.jpg|Using [[Rollout]] on [[Ness_(SSB4)|Ness]].
SSB4 - Jigglypuff screen-2.jpg|Using [[Rollout]] on [[Ness_(SSB4)|Ness]].
Line 588: Line 375:


==Trivia==
==Trivia==
[[File:JigglypuffArtworkRG.png|150px|thumb|Jigglypuff's original artwork from ''Pokémon Red'' and ''Green Versions''.]]
[[File:JigglypuffArtworkRG.png|150px|thumb|right|Jigglypuff's original artwork from ''Pokémon Red'' and ''Green Versions''.]]
*{{forwiiu}} is the only installment where Jigglypuff is a starter character. As a result, Jigglypuff had appeared in various official screenshots and videos (such as the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|October 2014 Wii U Direct]]) without acknowledgement before its official reveal.
*{{forwiiu}} is the first installment where Jigglypuff is a starter character. As a result, Jigglypuff had appeared in various official screenshots and videos (such as the [[Nintendo Direct#Super Smash Bros. for Wii U: 50-Fact Extravaganza|October 2014 Wii U Direct]]) without acknowledgement before its official reveal.  
*{{for3ds}} is the only game where {{SSB4|Luigi}} and Jigglypuff do not have the same [[Unlockable character|availability]].
*Jigglypuff was the last character overall to be fully confirmed on the ''SSB4'' website before the initial release of {{forwiiu}} and, by extension, the last of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] to be announced.
*Jigglypuff was the last character overall to be fully confirmed on the ''SSB4'' website before the initial release of {{forwiiu}} and, by extension, the last of the [[List of Super Smash Bros. series characters#"Perfect-attendance crew"|"perfect-attendance crew"]] to be announced.
*Jigglypuff's official artwork pose is a mirrored version of its pose from its official artwork from ''Pokémon Red'' and ''Green Versions''. ''SSB4'' is also the first ''Super Smash Bros.'' game to not have Jigglypuff fully face the screen in its official art and is the first game to give Jigglypuff a new character artwork.
*Jigglypuff's official artwork pose is a mirrored version of its pose from its official artwork from ''Pokémon Red'' and ''Green Versions''. ''SSB4'' is also the only ''Super Smash Bros.'' game to not have Jigglypuff fully face the screen in its official art.
*While Jigglypuff's textures are completely unique in {{for3ds}}, its actual 3D model is very similar to its model used in [[bulbapedia:Pokémon X and Y|''Pokémon X'' and ''Y'']].<ref>http://www.vgfacts.com/trivia/8127/</ref>
*While Jigglypuff's textures are completely unique in {{for3ds}}, its actual 3D model is very similar to its model used in [[bulbapedia:Pokémon X and Y|''Pokémon X'' and ''Y'']].<ref>http://www.vgfacts.com/trivia/8127/</ref>
*While most non-DLC fighter trophies are sorted by debut appearance and then by unlockability within the type sorting, Jigglypuff is different in that it is placed between the ''Brawl'' characters and the ''SSB4'' characters in the list.
*While most fighter trophies are sorted by debut appearance and then by unlockability within the type sorting, Jigglypuff is different in that it is placed between the ''Brawl'' characters and the ''SSB4'' characters in the list.
*If done with correct timing, Jigglypuff can avoid damage by using its down taunt, even though many attacks can still hit it. Also, if its down taunt is used next to a cannon in the stage builder, Jigglypuff will be launched by said cannon.
*If done with correct timing, Jigglypuff can avoid damage by using its down taunt, even though many attacks can still hit it. Also, if its down taunt is used next to a cannon in the stage builder, Jigglypuff will be launched by said cannon.
*Jigglypuff is the only starter character in ''Super Smash Bros. for Wii U'' who has a [[List of challenges (SSB4-Wii U)|challenge]] exclusive to it that cannot be unlocked with a [[Golden Hammer]].
*Jigglypuff is the only starter character in ''Super Smash Bros. for Wii U'' who has a [[List of challenges (SSB4-Wii U)|challenge]] exclusive to it that cannot be unlocked with a [[Golden Hammer]].
*Jigglypuff is also the only non-DLC character in ''SSB4'' to have only one blast line KO voice clip.
*Jigglypuff, {{SSB4|Captain Falcon}}, and {{SSB4|Yoshi}} are the only characters who have voice clips that are used in every installment of ''Super Smash Bros.''
**Jigglypuff is also the only non-DLC character in ''SSB4'' to have only one blast line KO voice clip.
*Ness and Jigglypuff are the only members of the "perfect-attendance crew" to not appear in any of the newcomers' poster art.
*Ness and Jigglypuff are the only members of the "perfect-attendance crew" to not appear in any of the newcomers' poster art.
*Jigglypuff's grab uses part of Rollout's sound normally, In fact, if one uses 1/2x or 1/4x speed in ''SSB4'' and uses Jigglypuff's grab, the Rollout sound effect will play until Jigglypuff finishes its grab. If the Hold L speeds are used, this will continue until time is unpaused.
*Jigglypuff's grab uses part of Rollout's sound normally, In fact, if one uses 1/2x or 1/4x speed in ''SSB4'' and uses Jigglypuff's grab, the Rollout sound effect will play until Jigglypuff finishes its grab. If the Hold L speeds are used, this will continue until time is unpaused.
*This is the last Smash game where Jigglypuff's icon shows its whole body instead of just its face.
*Jigglypuff, Ganondorf and Zelda are the only three characters to be  the lowest tiered characters in 2 games in a row.


==References==
==References==
Line 609: Line 394:
{{Pokémon universe}}
{{Pokémon universe}}


[[Category:Pokémon (SSB4)]]
[[Category:Jigglypuff (SSB4)]]
[[Category:Jigglypuff (SSB4)| ]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-3DS)]]
[[Category:Trophies (SSB4-Wii U)]]
[[es:Jigglypuff (SSB4)]]

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