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<!-- | <!--REMEMBER: Nintendo's official stance is that Jigglypuff, like all Pokémon, go by gender-neutral pronouns. Be sure to use "it" instead of "she".--> | ||
'''Jigglypuff''' ({{ja|プリン|Purin}}, ''Purin'') is a character in ''[[Super Smash Bros. Brawl]]''. Like in ''[[Super Smash Bros. Melee|Melee]]'' and ''[[Super Smash Bros.|Smash 64]]'', it is once again voiced by Rachael Lillis in English and Mika Kanai in Japanese, albeit via recycled voice clips, while also being voiced by Virginie Demians and Dina Kuerten in French and German, respectively, replacing Guilaine Gilbert and Mara Winzer from ''Melee'', the latter two also voicing the {{SSBB|Pokémon Trainer}} in the French and German versions of ''Brawl''. | |||
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'''Jigglypuff''' ({{ja|プリン|Purin}}, ''Purin'') | |||
Jigglypuff is | Jigglypuff is currently ranked 36th on the current ''Super Smash Bros. Brawl'' tier list in the bottom tier, which is an extreme drop from 5th in the ''Melee'' tier list. Jigglypuff possesses incredible [[air speed|air mobility]], a good aerial game, one of the strongest edge guarding games, and one of the best recoveries in ''Brawl''. However, the reason for its huge tier drop is its terrible transition to ''Brawl's'' physics (like [[Captain Falcon (SSBB)|Captain Falcon]], Jigglypuff's comboing ability was more reliant on [[hitstun]] than other characters). Jigglypuff has also had its KO moves nerfed, with Rest in particular suffering greatly; as opposed to KOing under 25% like it did in ''Melee'', it does not reliably KO until around 75%, and it is much harder to land due to the ability to act out of hitstun and the reduced [[falling speed]]s (acting out of hitstun also prevents comboing into it). In addition to this, Jigglypuff has terrible [[reach]] in most of its attacks, one of the worst ground games (a combination of poor reach, slow ground speed, and terrible ground attacks), the worst endurance of any character in ''Brawl'' (exacerbated by ''Brawl's'' defensive play), most of its attacks being punishable on landing at low percents (combination of low base knockback in its attacks and high ending lag), and poor air to ground transitioning due to its floaty falling speed that prevent it from approaching safely in many match-ups. Such factors combine to result in terrible [[matchup]]s (including seven hard [[Counter (matchup)|counters]]) and [[tournament]] results. As a result of its huge nerfs to its strongest traits and terrible transitioning to ''Brawl'', Jigglypuff holds distinction of having the largest tier list drop between ''Melee'' and ''Brawl''. Jigglypuff's position in Europe and Japan is worse than it is in America. In America, it is ranked as the 3rd worst character. In Europe and Japan, it is ranked as the 2nd and worst character in the game respectively. | ||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play 350 [[VS. match]]es. | *Play 350 [[VS. match]]es. | ||
*Find Jigglypuff in [[The Swamp]] stage after completing the Subspace Emissary. It can be found through the first door after defeating the [[False Giant Diddy Kong]]. Note that this method does not show the challenger approaching screen, but a cutscene of Jigglypuff challenging the player shows instead. | |||
*Find Jigglypuff in [[The Swamp]] stage after completing | *Complete 20 or more events after completing the Subspace Emissary. | ||
The player must then defeat Jigglypuff on [[Pokémon Stadium 2]]. | The player must then defeat Jigglypuff on [[Pokémon Stadium 2]]. | ||
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Jigglypuff is a character of the extremes, being the lightest and floatiest character in the game. With six jumps (albeit with the lowest height per jump), combined with the second fastest [[air speed]] (second only to {{SSBB|Yoshi}}), the slowest [[falling speed]], and [[Rising Pound]], Jigglypuff dominates in aerial combat, and, with its forward aerial and back aerial moves, it can use the [[Wall of Pain]] technique very effectively allowing opponents to be K.O.ed at low percentages by being juggled off-screen. Jigglypuff's excellent aerial maneuverability makes up for its dash speed, which is the slowest in the game. A main disadvantage is that Jigglypuff's lightweight and floatiness means that it is sent flying rather easily in any direction. However, its light weight (combined with being floaty and small) also makes it immune to most [[chaingrab]]s. Despite this, because its air release has almost no horizontal distance, Jigglypuff can suffer from grab release combos by characters like Yoshi (though Jigglypuff has high vertical distance in its air release and can move one frame before anyone else's air release). | Jigglypuff is a character of the extremes, being the lightest and floatiest character in the game. With six jumps (albeit with the lowest height per jump), combined with the second fastest [[air speed]] (second only to {{SSBB|Yoshi}}), the slowest [[falling speed]], and [[Rising Pound]], Jigglypuff dominates in aerial combat, and, with its forward aerial and back aerial moves, it can use the [[Wall of Pain]] technique very effectively allowing opponents to be K.O.ed at low percentages by being juggled off-screen. Jigglypuff's excellent aerial maneuverability makes up for its dash speed, which is the slowest in the game. A main disadvantage is that Jigglypuff's lightweight and floatiness means that it is sent flying rather easily in any direction. However, its light weight (combined with being floaty and small) also makes it immune to most [[chaingrab]]s. Despite this, because its air release has almost no horizontal distance, Jigglypuff can suffer from grab release combos by characters like Yoshi (though Jigglypuff has high vertical distance in its air release and can move one frame before anyone else's air release). | ||
Jigglypuff has many attacks with decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided by [[Rollout]], which is also a devastating [[approach attack]] on the ground, and the fact it never enters a [[helpless]] state makes the attack effective in the air too. However, Rollout, as with all charging approach attacks, can be predictable and can lead to a self-destruct if used carelessly. The move [[Rest]] provides invincibility frames which come out in one frame - faster than a shield - this allows for avoiding some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 75%, meaning Jigglypuff's vulnerability time after Rest is avoided if the attack hits. However, Rest leaves Jigglypuff extremely vulnerable if it misses. Jigglypuff also has a good array of strong albeit laggy smash attacks. Jigglypuff lacks projectiles, but its great aerial mobility helps it dodge many of them easily. Upon breaking its shield, Jigglypuff will be sent for a [[Star KO]] if there is no ceiling above it (see [[ | Jigglypuff has many attacks with decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided by [[Rollout]], which is also a devastating [[approach attack]] on the ground, and the fact it never enters a [[helpless]] state makes the attack effective in the air too. However, Rollout, as with all charging approach attacks, can be predictable and can lead to a self-destruct if used carelessly. The move [[Rest]] provides invincibility frames which come out in one frame - faster than a shield - this allows for avoiding some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 75%, meaning Jigglypuff's vulnerability time after Rest is avoided if the attack hits. However, Rest leaves Jigglypuff extremely vulnerable if it misses. Jigglypuff also has a good array of strong albeit laggy smash attacks. Jigglypuff lacks projectiles, but its great aerial mobility helps it dodge many of them easily. Upon breaking its shield, Jigglypuff will be sent for a [[Star KO]] if there is no ceiling above it (see [[Shield Jump]]). | ||
One of Jigglypuff's traits is that it has the slowest falling speed in the game, which is both beneficial and detrimental. This is beneficial because it allows for techniques such as the [[Wall of Pain]], it significantly helps Jigglypuff's recovery, and it allows Jigglypuff to easily stay airborne in situations where ground play is dangerous. Jigglypuff's slow falling speed is detrimental because Jigglypuff cannot move from the air to the ground as quickly as most characters, limiting its options in most situations, and it makes vertically K.O.ing Jigglypuff very easy. | One of Jigglypuff's traits is that it has the slowest falling speed in the game, which is both beneficial and detrimental. This is beneficial because it allows for techniques such as the [[Wall of Pain]], it significantly helps Jigglypuff's recovery, and it allows Jigglypuff to easily stay airborne in situations where ground play is dangerous. Jigglypuff's slow falling speed is detrimental because Jigglypuff cannot move from the air to the ground as quickly as most characters, limiting its options in most situations, and it makes vertically K.O.ing Jigglypuff very easy. | ||
==Changes from '' | ==Changes from ''Melee'' to ''Brawl''== | ||
Jigglypuff was heavily nerfed in the transition from ''Melee'' to ''Brawl''. | Jigglypuff was heavily nerfed in the transition from ''Melee'' to ''Brawl''. Jigglypuff's air game has been significantly weakened, as its [[air acceleration]], formerly notorious for allowing it to weave in and out extremely quickly, has been largely reduced to be closer to that of the rest of the cast. This is further burdened by the cast generally having stronger recoveries and the changes to [[air dodging]], which overall makes Jigglypuff's edgeguarding much less effective. Its most useful aerials from ''Melee'', namely [[back aerial]] and [[up aerial]], are not only adversely affected by these changes, but have received their own nerfs as well; the former has less range and more ending lag, while the latter deals less damage and is overall a less effective juggling tool. Jigglypuff's KO power has also been heavily decreased, as all its smash attacks are slower and weaker, while [[Rest]]'s knockback has been significantly decreased to the point it can no longer KO under 70%, as opposed to KOing as low as 10% in ''Melee''. Lastly, the introduction of [[hitstun canceling]] combined with the cast's universally decreased fall speeds have greatly hindered Jigglypuff's combo game, as some moves such as its up throw have completely lost their combo potential, and setups into Rest are much harder to perform. | ||
Despite all the nerfs it has received, Jigglypuff did receive a few buffs | Despite all the nerfs it has received, Jigglypuff did receive a few buffs. Forward aerial has increased knockback, giving Jigglypuff a viable aerial attack to KO with at high percents. Down aerial is now also capable of [[trip]]ping opponents, allowing it to be used for setups more effectively. Lastly, the introduction of [[DACUS]] slightly alleviates Jigglypuff's poor ground approach. | ||
Overall, Jigglypuff's nerfs heavily outweigh its buffs, and the changes to ''Brawl'' hindered it more than they helped it, resulting in it going from one of the biggest threats in ''Melee'' to one of the weakest characters in ''Brawl''. | Overall, Jigglypuff's nerfs heavily outweigh its buffs, and the changes to ''Brawl'' hindered it more than they helped it, resulting in it going from one of the biggest threats in ''Melee'' to one of the weakest characters in ''Brawl''. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|All of Jigglypuff's movements now make a squeaky, rubbery, and puffy sound (including midair jumps and attacks).}} | *{{change|All of Jigglypuff's movements now make a squeaky, rubbery, and puffy sound (including midair jumps and attacks).}} | ||
*{{change|Jigglypuff | *{{change|Jigglypuff no longer vocalize while taking knockback, [[teeter]]ing, or jumping. This doesn't apply to the Japanese version, however.}} | ||
===Attributes=== | ===Attributes=== | ||
*{{change|As with the returning veterans, Jigglypuff's [[falling speed]] was reduced (1.3 → 0.98). Compared to the returning veterans, however, Jigglypuff falls faster. While this improves its endurance, it is more vulnerable to combos and chain grabs. Jigglypuff still maintains the lowest fall speed in the game.}} | *{{change|As with the returning veterans, Jigglypuff's [[falling speed]] was reduced (1.3 → 0.98). Compared to the returning veterans, however, Jigglypuff falls faster. While this improves its endurance, it is more vulnerable to combos and chain grabs. Jigglypuff still maintains the lowest fall speed in the game.}} | ||
*{{change|Jigglypuff's [[gravity]] is lower (0.064 → 0.05056).}} | *{{change|Jigglypuff's [[gravity]] is lower (0.064 → 0.05056).}} | ||
*{{change|Jigglypuff is heavier (60 → 68).}} | |||
*{{ | *{{buff|Jigglypuff's traction is lower (0.09 → 0.0718) although relative to the cast, Jigglypuff now has the second highest traction with its traction being higher than all other returning veterans.}} | ||
*{{buff|Jigglypuff's traction is lower (0.09 → 0.0718) | |||
*{{nerf|Jigglypuff's [[air speed]] is slower (1.35 → 1.269), no longer being the fastest in the game.}} | *{{nerf|Jigglypuff's [[air speed]] is slower (1.35 → 1.269), no longer being the fastest in the game.}} | ||
*{{nerf|Jigglypuff's [[air acceleration]] is significantly lower (0.19 → 0.05 (base), 0.09 → 0.08 (additional)), no longer being the highest in the game by a considerable margin, which is exacerbated by most returning veterans having their air acceleration increased. This significantly worsens Jigglypuff's [[approach]], [[punish]] and [[spacing]] abilities that constituted its outstanding [[neutral game]] in ''Melee''.}} | *{{nerf|Jigglypuff's [[air acceleration]] is significantly lower (0.19 → 0.05 (base), 0.09 → 0.08 (additional)), no longer being the highest in the game by a considerable margin, which is exacerbated by most returning veterans having their air acceleration increased. This significantly worsens Jigglypuff's [[approach]], [[punish]] and [[spacing]] abilities that constituted its outstanding [[neutral game]] in ''Melee''.}} | ||
*{{nerf|In a similar vein to {{SSBB|Captain Falcon}} and {{SSBB|Ganondorf}}, the introduction of [[hitstun canceling]] prevents Jigglypuff from racking up a significant amount of guaranteed damage, and makes it much harder to land its finishing moves ([[Rest]] in particular).}} | *{{nerf|In a similar vein to {{SSBB|Captain Falcon}} and {{SSBB|Ganondorf}}, the introduction of [[hitstun canceling]] prevents Jigglypuff from racking up a significant amount of guaranteed damage, and makes it much harder to land its finishing moves ([[Rest]] in particular).}} | ||
*{{nerf|[[Jumpsquat]] is slower (5 → 6 frames).}} | *{{nerf|[[Jumpsquat]] is slower (5 → 6 frames).}} | ||
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*{{buff|[[Roll]]s have less ending lag (FAF 35 → 33).}} | *{{buff|[[Roll]]s have less ending lag (FAF 35 → 33).}} | ||
*{{nerf|Forward roll has increased startup lag (frame 2 → 3).}} | *{{nerf|Forward roll has increased startup lag (frame 2 → 3).}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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**{{nerf|Its first hit has more ending lag (FAF 16 → 17).}} | **{{nerf|Its first hit has more ending lag (FAF 16 → 17).}} | ||
*[[Forward tilt]]: | *[[Forward tilt]]: | ||
**{{nerf|Forward tilt has more startup | **{{nerf|Forward tilt has more startup (frames 6 → 7) and ending lag (FAF 28 → 29).}} | ||
*[[Up tilt]]: | *[[Up tilt]]: | ||
**{{buff|Up tilt can KO earlier due to the generally slower falling speeds of the cast.}} | **{{buff|Up tilt can KO earlier due to the generally slower falling speeds of the cast.}} | ||
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*[[Dash attack]]: | *[[Dash attack]]: | ||
**{{buff|Jigglypuff is capable of cancelling the initial frames of its dash attack for a [[DACUS]], slightly improving its otherwise slow ground game.}} | **{{buff|Jigglypuff is capable of cancelling the initial frames of its dash attack for a [[DACUS]], slightly improving its otherwise slow ground game.}} | ||
**{{nerf|It has more startup (frame 4 → 5).}} | **{{nerf|It has more startup (frame 4 → 5) and ending lag (FAF 39 → 40).}} | ||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{nerf|Forward smash has more startup (frame 12 → 16) and ending lag (FAF 45 → 55). | **{{nerf|Forward smash has more startup (frame 12 → 16) and ending lag (FAF 45 → 55). It also has lower knockback scaling (118 (clean)/105 (late) → 103/80), and its clean hit deals less damage (17% → 16%), hindering its KO potential.}} | ||
*[[Up smash]]: | *[[Up smash]]: | ||
**{{buff|[[Up smash]]'s sweetspot now takes priority over its sourspot, making it easier to hit. Both are also larger (4u/6u → 4.8u/7.2u).}} | **{{buff|[[Up smash]]'s sweetspot now takes priority over its sourspot, making it easier to hit. Both are also larger (4u/6u → 4.8u/7.2u).}} | ||
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**{{buff|[[Down smash]]'s hitboxes are larger (4u/4.8u → 4.8u/5.6u).}} | **{{buff|[[Down smash]]'s hitboxes are larger (4u/4.8u → 4.8u/5.6u).}} | ||
**{{nerf|Down smash has more startup (frame 9 → 14) and ending lag (FAF 48 → 53).}} | **{{nerf|Down smash has more startup (frame 9 → 14) and ending lag (FAF 48 → 53).}} | ||
**{{change|Down smash now sends grounded opponents sliding along flat surfaces even at percents where it would otherwise cause [[tumbling]], including 999%. This prevents them from teching the move to survive, and allows it to take better advantage of [[edge slipping]], but reduces its KO potential against opponents with high traction.}} | **{{change|Down smash now sends grounded opponents sliding along flat surfaces even at percents where it would otherwise cause [[tumbling]], including 999%. This prevents them from teching the move to survive, and allows it to take better advantage of [[edge slipping]], but reduces its KO potential against opponents with high traction.}} | ||
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*[[Back aerial]]: | *[[Back aerial]]: | ||
**{{buff|Back aerial has less startup lag (frame 9 → 8).}} | **{{buff|Back aerial has less startup lag (frame 9 → 8).}} | ||
**{{buff|It has larger hitboxes (4u/4u/4.4u → 4u/4.5u/5u).}} | **{{buff|It has larger hitboxes (4u/4u/4.4u → 4u/4.5u/5u).}} | ||
**{{nerf|Its hitboxes are no longer attached to Jigglypuff's leg but rather, they are now stationary. While this allows the move to cover a set area more consistently throughout the active duration of the move and it allows the move to cover more of Jigglypuff's body, it significantly decreases its range, as the position of the hitboxes was not fully compensated (z offset: 2.0/-0.4/0 → -12/-8/4). As a result, the move is now only slightly disjointed, making it a much less effective spacing tool.}} | **{{nerf|Its hitboxes are no longer attached to Jigglypuff's leg but rather, they are now stationary. While this allows the move to cover a set area more consistently throughout the active duration of the move and it allows the move to cover more of Jigglypuff's body, it significantly decreases its range, as the position of the hitboxes was not fully compensated (z offset: 2.0/-0.4/0 → -12/-8/4). As a result, the move is now only slightly disjointed, making it a much less effective spacing tool.}} | ||
**{{nerf|It has more ending lag (FAF 31 → 33).}} | **{{nerf|It has more ending lag (FAF 31 → 33).}} | ||
**{{nerf|It has decreased knockback scaling (100 → 90).}} | **{{nerf|It has decreased knockback scaling (100 → 90).}} | ||
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*[[Rollout]]: | *[[Rollout]]: | ||
**{{buff|Rollout no longer causes [[helplessness]] when used in the air.}} | **{{buff|Rollout no longer causes [[helplessness]] when used in the air.}} | ||
**{{nerf|Grounded Rollout has lower knockback scaling (120 → 100) and one of its hitboxes launches at a higher angle (20° → 30°), hindering its KO potential.}} | |||
**{{nerf|Grounded Rollout has | |||
**{{change|Jigglypuff does not vocalize during Rollout until it is fully charged.}} | **{{change|Jigglypuff does not vocalize during Rollout until it is fully charged.}} | ||
*[[Pound]]: | *[[Pound]]: | ||
**{{nerf|Pound deals less damage (13% → 11%), hindering its KO potential. | **{{nerf|Pound deals less damage (13% → 11%), hindering its KO potential. It also has more startup (frame 12 → 13) and ending lag (FAF 45 → 46).}} | ||
*[[Sing]]: | *[[Sing]]: | ||
**{{nerf|Sing has more startup, with its first two waves having shorter durations (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134), and now triggers [[counterattack]]s. It can also no longer reset the sleep duration of an already [[asleep]] opponent, preventing it from being used to indefinitely [[stall]] them out.}} | **{{nerf|Sing has more startup, with its first two waves having shorter durations (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134), and now triggers [[counterattack]]s. It can also no longer reset the sleep duration of an already [[asleep]] opponent, preventing it from being used to indefinitely [[stall]] them out.}} | ||
**{{change|Its soundwaves are now only yellow instead of being colorful. Jigglypuff also now opens its eyes once the song is over instead of opening them at the last part of the song.}} | **{{change|Its soundwaves are now only yellow instead of being colorful. Jigglypuff also now opens its eyes once the song is over instead of opening them at the last part of the song.}} | ||
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**{{nerf|It has more startup (frame 1 → 2), and deals significantly less initial damage (28% → 15%) along with less knockback (78 (base)/120 (scaling) → 100/75), greatly reducing its KO potential and overall utility.}} | **{{nerf|It has more startup (frame 1 → 2), and deals significantly less initial damage (28% → 15%) along with less knockback (78 (base)/120 (scaling) → 100/75), greatly reducing its KO potential and overall utility.}} | ||
**{{change|Rest launches opponents at a vertical angle ([[Sakurai angle|361°]] → 88°), increasing its safety onstage if it KOs the opponent, but hindering its safety offstage and further reducing its KO ability near edges.}} | **{{change|Rest launches opponents at a vertical angle ([[Sakurai angle|361°]] → 88°), increasing its safety onstage if it KOs the opponent, but hindering its safety offstage and further reducing its KO ability near edges.}} | ||
**{{change| | **{{change|Jigglypuff gained a new voice clip for performing Rest again; the move's voice clip from ''Melee'' can still be heard when Jigglypuff is [[stun]]ned, though it is difficult to hear due to breaking its shield usually causes a [[self-destruct]].}} | ||
*[[Puff Up]]: | *[[Puff Up]]: | ||
**{{change|Jigglypuff now has a [[Final Smash]]: Puff Up. Jigglypuff 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.}} | **{{change|Jigglypuff now has a [[Final Smash]]: Puff Up. Jigglypuff 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.}} | ||
==Moveset== | ==Moveset== | ||
{{MovesetTable | {{MovesetTable | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutraldesc=Two very quick, yet extremely short ranged slaps. Good for jab locking. Active on frames 5-6. | |neutraldesc=Two very quick, yet extremely short ranged slaps. Good for jab locking. Active on frames 5-6. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=10% | |ftiltdmg=10% | ||
|ftiltdesc=A spin kick. Short ranged. Can be angled, with no difference to damage. Can KO at the ledge at 141%. | |ftiltdesc=A spin kick. Short ranged. Can be angled, with no difference to damage. Can KO at the ledge at 141%. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=9% (clean), 8% (late) | |utiltdmg=9% (clean), 8% (late) | ||
|utiltdesc=Lifts its foot behind it, attacking upward. The clean hit only hits behind Jigglypuff, while the late hit can hit in front, albeit with minimal range. Active on frames 9-13. Good knockback, KOing from the ground at 126%. | |utiltdesc=Lifts its foot behind it, attacking upward. The clean hit only hits behind Jigglypuff, while the late hit can hit in front, albeit with minimal range. Active on frames 9-13. Good knockback, KOing from the ground at 126%. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc=Ducks down and sticks its foot out. Has average start-up (hitting on frames 10-12) and ending lag, but decent range for Jigglypuff. Mid-low knockback, cannot combo or KO effectively. | |dtiltdesc=Ducks down and sticks its foot out. Has average start-up (hitting on frames 10-12) and ending lag, but decent range for Jigglypuff. Mid-low knockback, cannot combo or KO effectively. | ||
|dashname= | |dashname= | ||
|dashdmg=12% (clean), 8% (late) | |dashdmg=12% (clean), 8% (late) | ||
|dashdesc=Leaps forward with a headbutt. Hits on frame 5-15. KOs at 110% at the ledge, and 149% from the center of {{SSBB|Final Destination}}. | |dashdesc=Leaps forward with a headbutt. Hits on frame 5-15. KOs at 110% at the ledge, and 149% from the center of {{SSBB|Final Destination}}. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBB|16}} (clean), {{ChargedSmashDmgSSBB|13}} (late) | |fsmashdmg={{ChargedSmashDmgSSBB|16}} (clean), {{ChargedSmashDmgSSBB|13}} (late) | ||
|fsmashdesc=Slides forward while sticking its foot out. Short duration, but average startup (first hitting on frame 16) and ending lag, and deals strong knockback, KOing uncharged at 110% and fully charged at 70% from the center of Final Destination. | |fsmashdesc=Slides forward while sticking its foot out. Short duration, but average startup (first hitting on frame 16) and ending lag, and deals strong knockback, KOing uncharged at 110% and fully charged at 70% from the center of Final Destination. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBB|15}} (head), {{ChargedSmashDmgSSBB|13}} (body) | |usmashdmg={{ChargedSmashDmgSSBB|15}} (head), {{ChargedSmashDmgSSBB|13}} (body) | ||
|usmashdesc=Headbutts upward. Works well with the [[DACUS]], which greatly enhances Jigglypuff's slow ground game, as it allows it to attack from a distance, with the up smash being a powerful vertical finisher. Active on frames 16-19. | |usmashdesc=Headbutts upward. Works well with the [[DACUS]], which greatly enhances Jigglypuff's slow ground game, as it allows it to attack from a distance, with the up smash being a powerful vertical finisher. Active on frames 16-19. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBB|12}} | |dsmashdmg={{ChargedSmashDmgSSBB|12}} | ||
|dsmashdesc=Puffs downward, kicking to both sides. Has short range, but deals decent knockback and launches at a perfectly horizontal angle, putting opponents in inconvenient places to recover. Active on frames 14-15. | |dsmashdesc=Puffs downward, kicking to both sides. Has short range, but deals decent knockback and launches at a perfectly horizontal angle, putting opponents in inconvenient places to recover. Active on frames 14-15. | ||
|nairname= | |nairname= | ||
|nairdmg=10% (clean), 6% (late) | |nairdmg=10% (clean), 6% (late) | ||
|nairdesc=Sticks its foot out, shrinking in on itself a little. A very long [[sex kick]]. KOs at 145% at the ledge. | |nairdesc=Sticks its foot out, shrinking in on itself a little. A very long [[sex kick]]. KOs at 145% at the ledge. | ||
|fairname= | |fairname= | ||
|fairdmg=12%/10% (clean), 6% (late) | |fairdmg=12%/10% (clean), 6% (late) | ||
|fairdesc=Dropkicks forward. The clean hit's sweetspot is located closer to Jigglypuff, and is a decent finisher, KOing at 86% at the ledge and 122% from the centre of Final Destination. Active on frames 8-20. | |fairdesc=Dropkicks forward. The clean hit's sweetspot is located closer to Jigglypuff, and is a decent finisher, KOing at 86% at the ledge and 122% from the centre of Final Destination. Active on frames 8-20. | ||
|bairname= | |bairname= | ||
|bairdmg=12% | |bairdmg=12% | ||
|bairdesc=A spin kick behind itself. Good for [[Wall of Pain]] and [[stage spiking]], but KOs later compared to forward aerial. KOs at 132% at the ledge. | |bairdesc=A spin kick behind itself. Good for [[Wall of Pain]] and [[stage spiking]], but KOs later compared to forward aerial. KOs at 132% at the ledge. | ||
|uairname= | |uairname= | ||
|uairdmg=9% | |uairdmg=9% | ||
|uairdesc=Waves one arm above itself. Has a long duration (frames 8-16), but a small hitbox. Low knockback up to 100% gives it decent combo ability. Cannot KO from the ground until 170%. | |uairdesc=Waves one arm above itself. Has a long duration (frames 8-16), but a small hitbox. Low knockback up to 100% gives it decent combo ability. Cannot KO from the ground until 170%. | ||
|dairname= | |dairname= | ||
|dairdmg=2% (hits 1-8) | |dairdmg=2% (hits 1-8) | ||
|dairdesc=A spinning drill kick. Can cause tripping, allowing it to lead into [[Rest]]. All hits [[meteor smash]] grounded opponents, keeping them in place, while sending aerial opponents at a [[semi-spike]] angle. First hit starts on frame 5. | |dairdesc=A spinning drill kick. Can cause tripping, allowing it to lead into [[Rest]]. All hits [[meteor smash]] grounded opponents, keeping them in place, while sending aerial opponents at a [[semi-spike]] angle. First hit starts on frame 5. | ||
|grabname= | |grabname= | ||
|grabdesc=Hooks the opponent with its left arm. Low range. | |grabdesc=Hooks the opponent with its left arm. Low range. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Slaps with its tuft of hair. Slow but highly damaging for a pummel. | |pummeldesc=Slaps with its tuft of hair. Slow but highly damaging for a pummel. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=5% (hit 1), 5% (throw) | |fthrowdmg=5% (hit 1), 5% (throw) | ||
|fthrowdesc=Puffs once, launching the opponent forward. Has very high base knockback, but very low knockback scaling. | |fthrowdesc=Puffs once, launching the opponent forward. Has very high base knockback, but very low knockback scaling. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc=Back suplexes the opponent. Has similar knockback to forward throw. | |bthrowdesc=Back suplexes the opponent. Has similar knockback to forward throw. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=10% | |uthrowdmg=10% | ||
|uthrowdesc=Spins once and throws the opponent up. Decent finisher near the top [[blast line]]. Jigglypuff's only throw that can KO in [[Sudden Death]]. | |uthrowdesc=Spins once and throws the opponent up. Decent finisher near the top [[blast line]]. Jigglypuff's only throw that can KO in [[Sudden Death]]. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=4% (hit 1), 6% (throw) | |dthrowdmg=4% (hit 1), 6% (throw) | ||
|dthrowdesc=Rolls back and forth on the opponent. | |dthrowdesc=Rolls back and forth on the opponent. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=6% | |floorfdmg=6% | ||
|floorfdesc=Spins its legs around while getting up, kicking in front and behind it. Short ranged. | |floorfdesc=Spins its legs around while getting up, kicking in front and behind it. Short ranged. | ||
|floorbname= | |floorbname= | ||
|floorbdmg=6% | |floorbdmg=6% | ||
|floorbdesc=Spins its legs around while getting up, kicking in front and behind it. Short ranged. Makes a [[Rollout]] sound. | |floorbdesc=Spins its legs around while getting up, kicking in front and behind it. Short ranged. Makes a [[Rollout]] sound. | ||
|floortname= | |floortname= | ||
|floortdmg=5% | |floortdmg=5% | ||
|floortdesc=Spins on its head and kicks around itself. | |floortdesc=Spins on its head and kicks around itself. | ||
Line 253: | Line 233: | ||
|fsdesc=Slowly puffs up. At the apex of the move, any characters touching Jigglypuff will be pushed away, then launched horizontally as it deflates. | |fsdesc=Slowly puffs up. At the apex of the move, any characters touching Jigglypuff will be pushed away, then launched horizontally as it deflates. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|pitch-us=Female | |pitch-us=Female | ||
|pitch-jp=Group chant}} | |pitch-jp=Group chant}} | ||
===[[Wii Remote selection sound]]=== | |||
{{SelectSound|char=Jigglypuff|desc=Jigglypuff makes a bouncy noise and shouts.}} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
Line 339: | Line 275: | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
=== | ===Matchups=== | ||
{{SSBBMatchupTable|jigglypuff=yes}} | |||
Jigglypuff has one of the worst matchups in ''Brawl''. It only counters {{SSBB|Ganondorf}} and goes even with 3 characters. However, it gets soft countered by 9 characters, countered by 16, and hard countered by 7. Jigglypuff generally struggles dealing with characters who can outrange ({{SSBB|Marth}}, {{SSBB|Mr. Game & Watch}}, {{SSBB|Donkey Kong}}), and camp ({{SSBB|Olimar}} and {{SSBB|Falco}}) it. In short, nearly every character in the game can negate Jigglypuff’s potent aerial game. | |||
*{{Sm|C7A|France}} - The only solo Jigglypuff player to reach notable success with the character | ===Notable players=== | ||
*{{sm|Dapuffster|USA}} - Was considered the best Jigglypuff player | :''See also: [[:Category:Jigglypuff professionals (SSBB)]]'' | ||
*{{Sm|C7A|France}} - The only solo Jigglypuff player to reach notable success with the character. Considered the best Jigglypuff player in Europe and was able to defeat high-level players there with the character. | |||
*{{sm|Dapuffster|USA}} - Was unanimously considered the best Jigglypuff player, and besides being one of the very few legitimate Jigglypuff mains, was the only one good enough to gain beyond regional recognition purely off his abilities. Living in the murderously strong [[NY/NJ]] area however, he was never a PR contender, and he would eventually drop Jigglypuff for {{SSBB|Diddy Kong}}. | |||
*{{sm|Hungrybox|USA}} - While he never remotely approached his level of greatness in ''Melee'', he was a respectable player in ''Brawl'' despite using the drastically nerfed Jigglypuff and not having much practice in the game, being good enough to once get ranked on the [https://www.ssbwiki.com/Florida_Power_Rankings#September_2012.5B10.5D Florida Power Rankings] using Jigglypuff alongside {{SSBB|King Dedede}}. Even when accounting for multi-character usage, no other player ever got ranked on a high level ''Brawl'' PR using Jigglypuff. | *{{sm|Hungrybox|USA}} - While he never remotely approached his level of greatness in ''Melee'', he was a respectable player in ''Brawl'' despite using the drastically nerfed Jigglypuff and not having much practice in the game, being good enough to once get ranked on the [https://www.ssbwiki.com/Florida_Power_Rankings#September_2012.5B10.5D Florida Power Rankings] using Jigglypuff alongside {{SSBB|King Dedede}}. Even when accounting for multi-character usage, no other player ever got ranked on a high level ''Brawl'' PR using Jigglypuff. | ||
===Tier placement and history=== | ===Tier placement and history=== | ||
Jigglypuff has always been seen as one of the worst characters in ''Brawl''; right away players noticed its significant nerfs to key attributes, and its terrible transitioning into ''Brawl'' | Jigglypuff has always been seen as one of the worst characters in ''Brawl''; right away players noticed its significant nerfs to key attributes, and its terrible transitioning into ''Brawl'''s physics and gameplay changes. Over the years, despite Jigglypuff's still strong aerial game, air camping abilities, and amazing recovery, metagame developments for Jigglypuff have been startlingly barren. Jigglypuff is also perhaps the most unpopular character in ''Brawl'' competitive play, lacking the dedicated playerbase other low tier characters have, having barely any notable players, and being a very rare sight at even local tournaments with casual players. Jigglypuff's match-ups further compound this, with {{SSBB|Meta Knight}}, {{SSBB|Olimar}}, {{SSBB|Marth}}, {{SSBB|Snake}}, {{SSBB|Zero Suit Samus}}, {{SSBB|Mr. Game & Watch}} and {{SSBB|Donkey Kong}} all hard countering Jigglypuff. As such, Jigglypuff has always been ranked among the four worst characters in the game in all iterations of the BBR's tier list. Some players even think Jigglypuff, rather than {{SSBB|Ganondorf}}, is the worst character in the game; in fact the Japanese rank Jigglypuff as the worst character on their [[Japanese tier list|tier list]]. | ||
==Role in [[The Subspace Emissary]]== | ==Role in [[The Subspace Emissary]]== | ||
[[File:Jigglypuff Subspace Emissary Brawl.png|thumb|250px|Jigglypuff in ''[[SSE]]'' | [[File:Jigglypuff Subspace Emissary Brawl.png|thumb|right|250px|Jigglypuff in ''[[SSE]]'']] | ||
Jigglypuff is an optional character in | Jigglypuff is an optional character in the Subspace Emissary, much like {{SSBB|Toon Link}} and {{SSBB|Wolf}}, who consequently does not have a role in the story. | ||
To unlock it, first the player must complete | To unlock it, first the player must complete the Subspace Emissary, whereupon an extra door in [[The Swamp]] can be found that links to [[Pokémon Stadium 2]], where Jigglypuff is performing a song. Jigglypuff is then fought and, if defeated, is unlocked (if not already unlocked) and joins the player's party. | ||
===Exclusive [[sticker]]s=== | ===Exclusive [[sticker]]s=== | ||
Line 376: | Line 314: | ||
*Weavile: [Slash] attack +5 | *Weavile: [Slash] attack +5 | ||
==In | ==In [[Event Matches]]== | ||
===Solo Events=== | |||
*'''[[Event 29: All-Star Semifinal Regulars]]''': Jigglypuff is one of the opponents fought in this event. All opponents are characters that were unlockable from the original ''[[Super Smash Bros.]]'' game. | *'''[[Event 29: All-Star Semifinal Regulars]]''': Jigglypuff is one of the opponents fought in this event. All opponents are characters that were unlockable from the original ''[[Super Smash Bros.]]'' game. | ||
*'''[[Event 35: The Visitor to Flat Zone]]''': As {{SSBB|Mr. Game & Watch}}, the player must defeat {{SSBB|Peach}}, {{SSBB|Toon Link}}, and Jigglypuff on [[Flat Zone 2]]. All three opponents have the "Game & Watch" effect on their models. | *'''[[Event 35: The Visitor to Flat Zone]]''': As {{SSBB|Mr. Game & Watch}}, the player must defeat {{SSBB|Peach}}, {{SSBB|Toon Link}}, and Jigglypuff on [[Flat Zone 2]]. All three opponents have the "Game & Watch" effect on their models. | ||
===Co-op Events=== | |||
*'''[[Co-Op Event 16: Jigglypuff's Great Comeback]]''': Jigglypuff and {{SSBB|Mr. Game & Watch}}, who are tiny, must defeat {{SSBB|Lucas}} and {{SSBB|Ness}}, who are giant, on [[Castle Siege]]. As the stage changes to different backgrounds, Jigglypuff will grow and Lucas and Ness will shrink. | *'''[[Co-Op Event 16: Jigglypuff's Great Comeback]]''': Jigglypuff and {{SSBB|Mr. Game & Watch}}, who are tiny, must defeat {{SSBB|Lucas}} and {{SSBB|Ness}}, who are giant, on [[Castle Siege]]. As the stage changes to different backgrounds, Jigglypuff will grow and Lucas and Ness will shrink. | ||
*'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | *'''[[Co-Op Event 21: The True All-Star Battle]]''': Both players select a character and take on the entire roster on {{SSBB|Battlefield}}. | ||
===[[ | ==Trophies== | ||
Jigglypuff's main and [[Final Smash]] trophies can be obtained by clearing {{SSBB|Classic Mode}} and [[All-Star]] mode respectively with Jigglypuff. | |||
:'''Jigglypuff''' | |||
::''A Balloon Pokémon. It invites opponents in close with its big, round eyes, then puts them to sleep with a calming song. The secret to the song's unfailing efficacy is Jigglypuff's ability to sing on the wavelength that will make its opponent the sleepiest. It also uses Attract to infatuate opponents who touch it. It uses a Moon Stone to evolve into {{iw|bulbapedia|Wigglytuff}}.'' | |||
{{Trophy games|console1=GB|game1={{iw|bulbapedia|Pokémon Red/Blue}}|console2=DS|game2={{iw|bulbapedia|Pokémon Diamond/Pearl}}}} | |||
:'''Puff Up''' | |||
::''Jigglypuff's Final Smash. It wills its body to get bigger and bigger and bigger. It can't move, and it can't attack—all it can do is get bigger while everyone else looks on. However, it's invulnerable, and it overpowers all attacks to gradually push its opponents off the screen. It's a very simple technique, but how it's used determines its effectiveness.'' | |||
{{Trophy games|console1=Wii|game1=Super Smash Bros. Brawl}} | |||
<center> | <center> | ||
<gallery> | <gallery> | ||
Jigglypuff | File:Jigglypuff - Brawl Trophy.png|Classic Mode trophy | ||
File:Puff Up - Brawl Trophy.png|Puff Up trophy | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==[[Alternate costume (SSBB)#Jigglypuff|Alternate costumes]]== | ==[[Alternate costume (SSBB)#Jigglypuff|Alternate costumes]]== | ||
Line 433: | Line 354: | ||
|{{Head|Jigglypuff|g=SSBB|s=25px|cl=Green}} | |{{Head|Jigglypuff|g=SSBB|s=25px|cl=Green}} | ||
|} | |} | ||
==Trivia== | ==Trivia== | ||
*In the American/PAL version, Jigglypuff has only two [[KO]] screams — one for a [[Star KO]] and another for a normal KO. Jigglypuff is the only character in ''Brawl'' to have a single blast line KO clip. | |||
*In the Japanese version of ''Brawl'', Jigglypuff has some additional voice clips that are removed in the American/PAL versions: | |||
*In the American | |||
*In the Japanese version of ''Brawl'', Jigglypuff has some additional voice clips that | |||
**Jigglypuff vocalizes when using its first jump. | **Jigglypuff vocalizes when using its first jump. | ||
**Jigglypuff contains two soft-damage yells and two hard-damage yells, the latter being used in the [[Super Smash Bros. 4|next game]]. | **Jigglypuff contains two soft-damage yells and two hard-damage yells, the latter being used in the [[Super Smash Bros. 4|next game]]. | ||
**Jigglypuff uses two different voice clips when getting KO'd past the [[blast line]]s. | **Jigglypuff uses two different voice clips when getting KO'd past the [[blast line]]s. | ||
*Most of Jigglypuff's voice clips were simple imports from ''Melee'' | *Most of Jigglypuff's voice clips were simple imports from ''Melee.'' One voice clip, involving it screaming "Jiggly!" was imported and can be heard in the [[sound test]], but is not used by Jigglypuff at all in the game. | ||
*''Brawl'' is the only ''Super Smash Bros.'' game in which Jigglypuff does not have a bow as one of its costumes. | *''Brawl'' is the only ''Super Smash Bros.'' game in which Jigglypuff does not have a bow as one of its costumes. | ||
*Jigglypuff and {{SSBB|Mr. Game & Watch}} are the only veterans who can no longer become helpless via any of their special moves in their transitions from ''Melee'' to ''Brawl''. Their helpless animations, which are carried over from ''Melee'' can be seen briefly during their [[air dodge]] animations. | |||
*Jigglypuff and {{SSBB|Mr. Game & Watch}} are the only veterans who can no longer become helpless via any of their special moves in their transitions from ''Melee'' to ''Brawl''. Their helpless animations, which are carried over from ''Melee'' | |||
*Jigglypuff and {{SSBB|Luigi}} are the only characters that players are not forced to play as in single-player [[Event Matches]]. | *Jigglypuff and {{SSBB|Luigi}} are the only characters that players are not forced to play as in single-player [[Event Matches]]. | ||
*Jigglypuff, along with Diddy Kong, Pokémon Trainer, and the Ice Climbers, are the only characters in ''Brawl'' that do not clap in the [[Results screen]] after losing or at the No Contest screen. | *Jigglypuff, along with Diddy Kong, Pokémon Trainer, and the Ice Climbers, are the only characters in ''Brawl'' that do not clap in the [[Results screen]] after losing or at the No Contest screen. | ||
*Jigglypuff is the only character to have a slightly different [[damage meter]] portrait than | *Jigglypuff is the only character to have a slightly different [[damage meter]] portrait than its official artwork. The official artwork has it standing upright while the damage meter portrait has it tilted. | ||
*''Brawl'' is the first game in the ''Super Smash Bros.'' series in which Jigglypuff cannot be unlocked after completing [[Classic Mode]] (or its ''Smash 64'' counterpart, [[1P Game]]) with any character. This unlock criteria is instead given to {{SSBB|Marth}}. | *''Brawl'' is the first game in the ''Super Smash Bros.'' series in which Jigglypuff cannot be unlocked after completing [[Classic Mode]] (or its ''Smash 64'' counterpart, [[1P Game]]) with any character. This unlock criteria is instead given to {{SSBB|Marth}}. | ||
*Jigglypuff's trophy description states that it uses {{ | **This unlock criteria to unlock an unlockable character returns in ''[[Super Smash Bros. 4]]''. In ''[[Super Smash Bros. for Nintendo 3DS]]'', this unlock criteria is given to {{SSB4|Ness}}; while in ''[[Super Smash Bros. for Wii U]]'', said unlock criteria is given to {{SSB4|Falco}}). | ||
* | *Jigglypuff's trophy description states that it uses {{s|bulbapedia|Attract}} to infatuate opponents who touch it, which is incorrect. Attract is a status move that causes infatuation, while {{s|bulbapedia|Cute Charm}} is an ability that causes infatuation on physical contact, and one which Jigglypuff can have. | ||
*[[Masahiro Sakurai]] stated that Jigglypuff, along with {{SSBB|Toon Link}} and {{SSBB|Wolf}}, were almost cut from ''Brawl'' due to time constraints and their late consideration for inclusion in the game, hence why they are excluded from and cannot be unlocked while playing through the main [[Subspace Emissary]] story<ref>[http://www.sourcegaming.info/2015/08/17/sakuraibrawlquestions/]</ref>. | |||
==External links== | ==External links== |