Editing Jigglypuff (SSBM)

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|game=SSBM
|game=SSBM
|neutralcount=2
|neutralcount=2
|neutralname=Left Jab ({{ja|左たたき|Hidari Tataki}}, ''Left Hit'') / Right Jab ({{ja|右たたき|Migi Tataki}}, ''Right Hit'')
|neutralname=Left Jab ({{ja|左ジャブ|Hidari Jabu}}) / Right Jab ({{ja|右ジャブ|Migi Jabu}})
|neutral1dmg=3%
|neutral1dmg=3%
|neutral2dmg=3%
|neutral2dmg=3%
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|utiltdmg=9% (clean), 8% (late)
|utiltdmg=9% (clean), 8% (late)
|utiltdesc=Extends its foot upwards quickly. Relatively good for combos, being able to chain into itself at lower percentages, and is a great setup for an aerial attack at higher percentages.
|utiltdesc=Extends its foot upwards quickly. Relatively good for combos, being able to chain into itself at lower percentages, and is a great setup for an aerial attack at higher percentages.
|dtiltname=Trip ({{ja|あしばらい|Ashi Barai}}, ''Foot Sweep'')
|dtiltname=Trip ({{ja|トリップ|Torippu}})
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=Quickly extends its foot downwards.
|dtiltdesc=Quickly extends its foot downwards.
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|nairdmg=12% (clean), 9% (late)
|nairdmg=12% (clean), 9% (late)
|nairdesc=Squishes itself and extends its feet. Decent spacing move, and has [[sex kick]] properties. Can be good for [[edgeguarding]].
|nairdesc=Squishes itself and extends its feet. Decent spacing move, and has [[sex kick]] properties. Can be good for [[edgeguarding]].
|fairname=Drop Kick ({{ja|まえげり|Mae Geri}}, ''Front Kick'')
|fairname=Drop Kick ({{ja|ドロップキック|Doroppu Kikku}})
|fairdmg=12%/10% (clean feet/body), 7% (late)
|fairdmg=12%/10% (clean feet/body), 7% (late)
|fairdesc=Quickly extends both feet in front of itself. It is useful for [[edgeguarding]] and is the backbone of many of Jigglypuff's aerial combos, but is not as powerful or reliable as its back aerial.
|fairdesc=Quickly extends both feet in front of itself. It is useful for [[edgeguarding]] and is the backbone of many of Jigglypuff's aerial combos, but is not as powerful or reliable as its back aerial.
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|bairdmg=12%
|bairdmg=12%
|bairdesc=Spins backward and kicks behind itself. This is Jigglypuff's key tool for [[edgeguarding]]. It is extremely useful for [[wall of pain]] techniques, which can be potentially deadly, and if done correctly, guarantees a KO. A large and disjointed hitbox leads to it being one of Jigglypuff's only spacing tools. Its speed, large hitbox, low endlag, and high hitstun makes it excellent for comboing and it is easily Jigglypuff's best aerial.
|bairdesc=Spins backward and kicks behind itself. This is Jigglypuff's key tool for [[edgeguarding]]. It is extremely useful for [[wall of pain]] techniques, which can be potentially deadly, and if done correctly, guarantees a KO. A large and disjointed hitbox leads to it being one of Jigglypuff's only spacing tools. Its speed, large hitbox, low endlag, and high hitstun makes it excellent for comboing and it is easily Jigglypuff's best aerial.
|uairname=Mow Down ({{ja|なぎはらい|Nagiharai}})
|uairname=Mow Down ({{ja|薙ぎ倒します|Nagitaoshimasu}})
|uairdmg=12%
|uairdmg=12%
|uairdesc=Waves its arm up in an arch. Decent vertical KO power, and excellent for juggling, compounded with Jigglypuff's multiple midair jumps. Can combo into Rest on its own or after an up throw (usually done at mid-high percentages to ensure that the Rest is landed), especially against fastfallers.
|uairdesc=Waves its arm up in an arch. Decent vertical KO power, and excellent for juggling, compounded with Jigglypuff's multiple midair jumps. Can combo into Rest on its own or after an up throw (usually done at mid-high percentages to ensure that the Rest is landed), especially against fastfallers.
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|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=
|grabdesc=
|pummelname=Slap ({{ja|つかみパンチ|Tsukami Panchi}}, ''Grab Punch'')
|pummelname=Slap ({{ja|スラップ|Surappu}})
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Slaps opponent with its tuft of hair. Somewhat slow.
|pummeldesc=Slaps opponent with its tuft of hair. Somewhat slow.
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|fthrowdmg=5% (throw), 7% (hit 2)
|fthrowdmg=5% (throw), 7% (hit 2)
|fthrowdesc=Puffs itself up and launches foe in front. Surprisingly high knockback compared to most throws in ''Melee'', can lead into an edgeguard KO near the ledge, though not as reliable as its back throw. Second strongest forward throw in Melee. The throw can KO opponents above 130% when used very close to the ledge. It is possible to SDI this throw in most cases, because the 7% hit is a normal hitbox rather than a throw.
|fthrowdesc=Puffs itself up and launches foe in front. Surprisingly high knockback compared to most throws in ''Melee'', can lead into an edgeguard KO near the ledge, though not as reliable as its back throw. Second strongest forward throw in Melee. The throw can KO opponents above 130% when used very close to the ledge. It is possible to SDI this throw in most cases, because the 7% hit is a normal hitbox rather than a throw.
|bthrowname=Back Buster ({{ja|ブレーンバスター|Burēn Basutā}}, ''Brain Buster'')
|bthrowname=Back Buster ({{ja|ブレーンバスター|Bakku Basutā}})
|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Similar to Kirby's, takes foe and throws them behind while going on its back. A very good and reliable option for forcing opponents offstage, setting up an edgeguard.
|bthrowdesc=Similar to Kirby's, takes foe and throws them behind while going on its back. A very good and reliable option for forcing opponents offstage, setting up an edgeguard.
|uthrowname=Puff Launch ({{ja|たつまきなげ|Tatsumaki-Nage}}, ''Tornado Throw'')
|uthrowname=Puff Launch ({{ja|プリンの打ち上げ|Purin no Uchiage}})
|uthrowdmg=11%
|uthrowdmg=11%
|uthrowdesc=Spins once and tosses opponent upwards. Can lead into aerial combos against fast fallers and lightweights or floaty characters at low percentages. At low percentages against fastfallers, it can combo into Rest; at mid percentages, an up aerial can be added to ensure that the Rest is landed, as stated above.
|uthrowdesc=Spins once and tosses opponent upwards. Can lead into aerial combos against fast fallers and lightweights or floaty characters at low percentages. At low percentages against fastfallers, it can combo into Rest; at mid percentages, an up aerial can be added to ensure that the Rest is landed, as stated above.

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