Editing Jigglypuff (SSB4)
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Jigglypuff's Japanese voice clips are the ones last used in ''Brawl'', and were originally by Mika Kanai. Its English voice clips are from ''Smash 64'', and were originally by {{s|wikipedia|Rachael Lillis}}. Its French and German voice clips are the same ones that debuted in ''Brawl''. | Jigglypuff's Japanese voice clips are the ones last used in ''Brawl'', and were originally by Mika Kanai. Its English voice clips are from ''Smash 64'', and were originally by {{s|wikipedia|Rachael Lillis}}. Its French and German voice clips are the same ones that debuted in ''Brawl''. | ||
Jigglypuff is ranked | Jigglypuff is ranked 54th out of 54 on the [[tier list]], placing it at the very bottom of the entire list, in the G tier. Jigglypuff retains its strong air game due to its high aerial mobility thanks to its very fast [[air speed]] and multiple [[midair jump]]s, as well as good [[juggling]] ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate strong [[edgeguarding]] potential, and allows it to solidly perform its signature [[wall of pain]] technique, while it retains potent KO options between its newly buffed neutral aerial, back aerial, and [[Rest]]. | ||
However, Jigglypuff is strongly held back by its poor ground game, due to its poor mobility on the ground and short [[range]] on most of its attacks, including its grab. Furthermore, Jigglypuff has significant difficulty in KOing opponents, as it has few reliable KO moves, and a majority of them feature considerable amounts of lag that cause them to be unsafe in most scenarios. In addition, Jigglypuff is prone to air release combos from several characters within 10 frames that can either combo or KO. Its endurance is unarguably the worst in the game, as it is extremely floaty and possesses the lowest [[weight]] in the game, further exacerbated by the introduction of [[rage]] and weaker [[shield]]s, which is further amplified by Jigglypuff immediately getting KOed if its shield is broken. | However, Jigglypuff is strongly held back by its poor ground game, due to its poor mobility on the ground and short [[range]] on most of its attacks, including its grab. Furthermore, Jigglypuff has significant difficulty in KOing opponents, as it has few reliable KO moves, and a majority of them feature considerable amounts of lag that cause them to be unsafe in most scenarios. In addition, Jigglypuff is prone to air release combos from several characters within 10 frames that can either combo or KO. Its endurance is unarguably the worst in the game, as it is extremely floaty and possesses the lowest [[weight]] in the game, further exacerbated by the introduction of [[rage]] and weaker [[shield]]s, which is further amplified by Jigglypuff immediately getting KOed if its shield is broken. | ||
Jigglypuff | Jigglypuff is considered non-viable for tournament play, though a number of players have made some impacts at tournaments, with players such as {{Sm|LeeT}} and {{Sm|MASTER PUFFY}} performing decently in nationals, and {{Sm|Captain L}} ranking with it as a co-main on the [[Panda Global Rankings|Panda Global Rankings v5]]. Despite these tournament impacts, Jigglypuff still continues to have only a small playerbase. It also has notably failed to receive any [[buff]]s from [[update]]s in the game. | ||
==How to unlock (3DS version only)== | ==How to unlock (3DS version only)== | ||
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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. | 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 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 | 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 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 | While several poorly regarded characters like {{SSB4|Charizard}} have received buffs over game updates, Jigglypuff 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=== | ||
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*{{nerf|Spot dodge has more startup (frame 3 → 4) and ending lag (FAF 26 → 29).}} | *{{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).}} | *{{nerf|Jigglypuff's [[item throw]] is slightly slower (0.9x → 0.8933333x).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{buff|Forward smash has less ending lag (FAF 55 → 50).}} | **{{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.}} | **{{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%) | **{{nerf|Forward smash deals less damage (16%/13% → 15%/12%) with the late hit's knockback scaling being mostly compensated (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.}} | **{{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]]: | *[[Up smash]]: | ||
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***{{buff|This improves its use as an anti-air.}} | ***{{buff|This improves its use as an anti-air.}} | ||
***{{nerf|However, this also hinders its ability to hit grounded opponents, especially shorter characters.}} | ***{{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 | **{{nerf|The removal of [[DACUS]] significantly hinders up smash's approach potential, further hindering Jigglypuff's already poor ground game.}} | ||
*[[Down smash]]: | *[[Down smash]]: | ||
**{{buff|Down smash has less ending lag (FAF 53 → 49).}} | **{{buff|Down smash has less ending lag (FAF 53 → 49).}} | ||
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**{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}} | **{{nerf|The clean hit has a shorter duration (frames 6-8 → 6-7).}} | ||
*[[Forward aerial]]: | *[[Forward aerial]]: | ||
**{{nerf| | **{{nerf|Clean 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.}} | ***{{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.}} | **{{change|Late forward aerial has increased base knockback (12 → 30), improving its safety and edgeguarding potential but hindering its followup and locking potential.}} | ||
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**{{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 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|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 | ***{{nerf|Altogether, these changes significantly hinder back aerial's spacing and [[Wall of Pain]] potential.}} | ||
*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{buff|Up aerial has a longer duration (frames 8-16 → 9-21).}} | **{{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 | **{{buff|Up aerial has a new animation where Jigglypuff extends its arm, with its hitboxes being moved upwards to compensate (x offset: 4/1/-2 → 7/4/1). This increases its vertical range.}} | ||
***{{nerf|However, this also reduces its range below Jigglypuff | ***{{nerf|However, this also reduces its range below Jigglypuff and 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 has more startup (frame 8 → 9) and ending lag (FAF 37 → 45).}} | ||
**{{nerf|Up aerial's near hitboxes are smaller (4u/4u → 3u/3u).}} | **{{nerf|Up aerial's near hitboxes are smaller (4u/4u → 3u/3u).}} | ||
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**{{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|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.}} | ***{{buff|This new final hit also decreases the move's ending lag as its total duration was not fully compensated.}} | ||
***{{nerf|However | ***{{nerf|However much like with the first eight hits, this also hinders its followup potential against grounded opponents, in addition to sending aerial opponents at a higher angle.}} | ||
**{{change|The final hit has a much higher hitlag multiplier (0.8× → 2.2×).}} | **{{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 more start-up lag (frame 5 → 7).}} | ||
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|game=SSB4 | |game=SSB4 | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|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= | |ftiltname= | ||
|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= | |utiltname= | ||
|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 | |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= | |dtiltname= | ||
|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= | |dashname= | ||
|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= | |fsmashname= | ||
|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= | |usmashname= | ||
|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= | |dsmashname= | ||
|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= | |nairname= | ||
|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= | |fairname= | ||
|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= | |bairname= | ||
|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= | |uairname= | ||
|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= | |dairname= | ||
|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 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= | |grabname= | ||
|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= | |pummelname= | ||
|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= | |fthrowname= | ||
|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= | |bthrowname= | ||
|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= | |uthrowname= | ||
|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= | |dthrowname= | ||
|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. | ||
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|djump = 24.82302388, 23.02210164, 19.62369296, 16.74676861, 14.09776771 | |djump = 24.82302388, 23.02210164, 19.62369296, 16.74676861, 14.09776771 | ||
|rdjump = 53 | |rdjump = 53 | ||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{| | {{Crowd | ||
|- | |char=Jigglypuff | ||
|char-jp=Purin | |||
|game=SSB4 | |||
|desc-us=Jigglypuff! | |||
|desc-jp=Pu-ri-n! | |||
|- | |pitch-us=Group chant | ||
|pitch-jp=Female}} | |||
|- | |||
|- | |||
|- | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
In the early metagame, it was widely considered that Jigglypuff was, at best, a mid-tier to low-tier character, and that Jigglypuff's buffs from ''Brawl'' would allow it to perform better in ''SSB4''. However, its results and representation outside of [[doubles]] play were never as high as other characters that would rank above it in the future, and it would soon become clear that Jigglypuff had ironically lost much more than it gained in the transition. Despite the improved balancing of other characters, it infamously remained stagnant in game updates, with only a glitch that gave [[Rollout]] mindgame potential being fixed in update 1.0.4. As such, it was ranked 55th on the first ''4BR'' [[tier list]], making it the second lowest ranked character on the entire tier list. | |||
Jigglypuff continued to languish near the bottom of the tier list, due to still being unchanged positively by game updates while other bottom-tier characters like Zelda and {{SSB4|Ganondorf}} have received numerous buffs. Despite {{Sm|LeeT}} placing 33rd at [[Shine 2016]] while exclusively using Jigglypuff for the tournament's entirety, it was nonetheless ranked 58th, placing it at the very bottom of the entire tier list. This has continued into the third tier list, with the only slight change to its tier status being its reassessment as a low-tier character due to the bottom-tier being abolished. Although some players felt that Jigglypuff has earned a slightly higher placement on the tier list due to having better results and representation than some characters ranked above it, Jigglypuff once again ranked dead last at 54th on the fourth and final tier list, even after the exclusion of Miis from the tier list. | |||
It wouldn't be until 2018 that Jigglypuff would start seeing improvements in the metagame. {{Sm|Captain L}} started using Jigglypuff as a secondary alongside Pikachu and has gotten impressive placings such as 2nd at {{Trn|Arcane Tournaments 2018}}, 3rd at [[Flatiron 3]], and 25th at [[GENESIS 5]]. Captain L used Jigglypuff to defeat players such as {{Sm|John Numbers}}, {{Sm|Larry Lurr}}, {{Sm|BestNess}}, {{Sm|Strike}}, {{Sm|Blank|p=Florida}}, and {{Sm|Pandarian}}, and has also taken {{Sm|ESAM}} to game 5. Furthermore, {{Sm|Arika}} would make an impressive run at {{Trn|Umebura Smash 4 Final}} where he would defeat {{Sm|Masashi}} and {{Sm|takera}} en route to a 17th place finish, the highest placement for a solo Jigglypuff player at a national tournament. Although these results took advantage of the opponent's lack of matchup experience, they nevertheless were more impressive than the results of several other low and mid characters such as {{SSB4|Ganondorf}}, {{SSB4|Dr. Mario}}, {{SSB4|Kirby}}, {{SSB4|Robin}}, {{SSB4|Pit}}, {{SSB4|Yoshi}}, and {{SSB4|Dark Pit}}. Due to this, its position has become a point of debate; some smashers like {{Sm|Dabuz}}, {{Sm|Raito}}, and {{Sm|ESAM}} believe that Jigglypuff should be ranked higher while others claim that its weaknesses are too significant for it to be ranked any higher. Regardless, Jigglypuff is still considered to be one of the worst characters in the game and is considered nonviable throughout the game’s entire competitive lifespan. | |||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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===Most historically significant players=== | ===Most historically significant 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 --> | <!--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 --> | ||
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.'' | |||
''See also: [[:Category:Jigglypuff players (SSB4)]]'' | ''See also: [[:Category:Jigglypuff players (SSB4)]]'' | ||
*{{Sm|Arika|Japan}} - | *{{Sm|Arika|Japan}} - One of the best Jigglypuff players in the world. Placed 17th at {{Trn|Umebura Smash 4 Final}} and 33rd at {{Trn|Umebura 32}} with wins over players such as {{Sm|Masashi}} and {{Sm|Kome}}. | ||
*{{Sm|Captain L|Canada}} - | *{{Sm|Captain L|Canada}} - Used Jigglypuff as a secondary alongside {{SSB4|Pikachu}}, and is considered one of the best Jigglypuff players in the world. Place 5th at {{Trn|Saints Gaming Live 2018}}, 9th at {{Trn|CEO 2018}}, and 13th at {{Trn|Smash 'N' Splash 4}} with wins over players such as {{Sm|Larry Lurr}} and {{Sm|BestNess}}. | ||
*{{Sm|Hungrybox|USA}} - One of the best Jigglypuff players in the United States. Placed 5th at {{Trn|Full Bloom 3}}, 17th at {{Trn|FC Smash 15XR: Return}}, and 25th at {{Trn|WTFox 2}} with a win over {{Sm|Fatality}}. | |||
*{{Sm|LeeT|USA}} - Formerly played Jigglypuff and was previously considered the best Jigglypuff player in the world. Placed 33rd at {{Trn|Shine 2016}} and 49th at {{Trn|CEO 2017}}. | |||
*{{Sm|MASTER PUFFY|Mexico}} - The best Jigglypuff player in Mexico. Placed 13th at {{Trn|Smash Fest 3}} and 17th at {{Trn|ConComics April 2018}} with wins over players such as {{Sm|Richi}}, {{Sm|QROG}}, and {{Sm|Dano}}. Ranked 51st on the [[Mexican Power Rankings]]. | |||
==[[Trophies]]== | ==[[Trophies]]== | ||
{{Trophy/Fighter | {{Trophy/Fighter | ||
|name=Jigglypuff | |name=Jigglypuff | ||
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}} | }} | ||
{{clrl}} | {{clrl}} | ||
==In [[Event Match]]es== | |||
===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. | |||
==[[Alternate costume (SSB4)#Jigglypuff|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Jigglypuff|Alternate costumes]]== | ||
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*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 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. | ||
*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 | *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]]. |