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'''Jigglypuff''' ({{ja|プリン|Purin}}, ''Purin'') is an [[Unlockable character|unlockable]] character in ''[[Super Smash Bros. Melee]]'' from the {{uv|Pokémon}} series, making a return from [[Super Smash Bros.|the first ''Super Smash Bros'' game]]. Jigglypuff retains most of its moves from ''Smash 64'', though with some modifications. | '''Jigglypuff''' ({{ja|プリン|Purin}}, ''Purin'') is an [[Unlockable character|unlockable]] character in ''[[Super Smash Bros. Melee]]'' from the {{uv|Pokémon}} series, making a return from [[Super Smash Bros.|the first ''Super Smash Bros'' game]]. Jigglypuff retains most of its moves from ''Smash 64'', though with some modifications. | ||
{{s|wikipedia|Rachael Lillis}} and {{s|wikipedia|Mika Kanai}} reprise their roles in the English and Japanese versions of the game | {{s|wikipedia|Rachael Lillis}} and {{s|wikipedia|Mika Kanai}} reprise their roles in the English and Japanese versions of the game, albeit via recycled voice clips from ''Super Smash Bros. 64''. Guilaine Gilbert and Mara Winzer also reprise their roles in the French and German versions of the game, with new voice clips. | ||
Jigglypuff | Jigglypuff is in the S tier at 3rd place on the ''Melee'' [[tier list]], a significant improvement from its previous incarnation, making ''Melee'' the only title where Jigglypuff is a top tier instead of bottom-, low- or mid-tier, and thus by far its best placement in the series. Jigglypuff possesses an incredible recovery, an extremely dangerous [[edgeguarding]] technique in the [[wall of pain]], an array of moves that can combo into [[Rest]], a powerful KO move, and an overall great aerial game and developed metagame. Its floatiness also makes it the only character in the top tier who cannot be easily comboed or chaingrabbed, which is also aided by its small size, which allows Jigglypuff to avoid most KO setups that most other characters would fall vulnerable to. However, Jigglypuff still has problems. It is light and floaty, making it easier to KO with stray moves or certain low percentage setups than other characters. Jigglypuff's options on the ground are also limited due to its poor range and lack of a projectile. It also has a slow walking speed and dashing speed, making ineffective at fighting at a grounded state, which is compounded with a poor dash dance. Jigglypuff's neutral game is also largely committal, as it is less consistent than that of other top-tiered characters; instead, it relies on its lethal punishes, edgeguards, and aerial mobility to succeed. Recent developments in the ''Melee'' metagame have also worsened Jigglypuff's matchups against other top-tier characters, such as {{SSBM|Fox}}, {{SSBM|Marth}}, and {{SSBM|Falco}}. Despite this, Jigglypuff still possesses a vast number of winning matchups, with Fox being the only character in the game it loses to, along with even matchups with only three other characters. | ||
==How to unlock== | ==How to unlock== | ||
Jigglypuff | To unlock Jigglypuff, the player must complete Classic Mode or Adventure Mode on any difficulty. | ||
Jigglypuff can also be unlocked by playing 50 Versus mode matches (this method will simultaneously unlock [[Brinstar Depths]]). | |||
Jigglypuff is fought on [[Pokémon Stadium]], with the titular track playing. | Jigglypuff is fought on [[Pokémon Stadium]], with the titular track playing. | ||
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==Changes from ''[[Super Smash Bros.]]''== | ==Changes from ''[[Super Smash Bros.]]''== | ||
When transitioning from ''Smash 64'' to ''Melee'', Jigglypuff | When transitioning from ''Smash 64'' to ''Melee'', Jigglypuff received multiple buffs, primarily in regards to its power, speed, range, combo ability, and recovery. Jigglypuff's aerial mobility is far superior with faster air speed and higher mid-air jumps which heavily improve Jigglypuff's recovery, edgeguarding and aerial approach. This is further complimented by its aerials (most notoriously back aerial) receiving larger hitboxes making them more effective at walling out opponents. [[Rest]] has also seen a huge buff to its already impressive KO power making it an incredibly deadly attack if it lands. The changes to ''Melee''{{'}}s mechanics greatly aid Jigglypuff. The faster falling speeds allow Jigglypuff to maintain its powerful combo game despite the reduction of [[hitstun]] and the nerfs to some of its moves and [[air dodging]] further aids Jigglypuff's recovery and movement options. The changes to ''Melee'''s [[ledge]] mechanics also greatly benefit Jigglypuff as ledge invincibility no longer cancels if Jigglypuff lets go of the ledge and [[Sing]] can now be ledge-cancelled making stalling at the ledge an extremely strong option for Jigglypuff. | ||
Despite these significant buffs, Jigglypuff has also received some nerfs. Jigglypuff's already poor grounded mobility was made even worse and some of its previous KO moves such as down smash, back throw, down tilt, and especially up smash have been significantly weakened while some of its other moves have had their damage output reduced (with down aerial being the most prominent example). Jigglypuff's grab game much like the rest of the cast was also toned down. As with all returning veterans without a [[tether]] grab, Jigglypuff's grabs are much slower and as mentioned before, its back throw was drastically weakened dealing less damage and no longer being a viable kill option. Up throw deals less damage than its old forward throw and has much higher base knockback | Despite these significant buffs, Jigglypuff has also received some nerfs. Jigglypuff's already poor grounded mobility was made even worse and some of its previous KO moves such as down smash, back throw, down tilt, and especially up smash have been significantly weakened while some of its other moves have had their damage output reduced (with down aerial being the most prominent example). Jigglypuff's grab game much like the rest of the cast was also toned down. As with all returning veterans without a [[tether]] grab, Jigglypuff's grabs are much slower and as mentioned before, its back throw was drastically weakened dealing less damage and no longer being a viable kill option. Up throw deals less damage than its old forward throw and has much higher base knockback hindering its combo potential although it is still a potent combo throw especially when combined with the increase in Rest's power. | ||
Overall, Jigglypuff fares significantly better in ''Melee'' than in ''Smash 64'' with [[ | Overall, Jigglypuff fares significantly better in ''Melee'' than in ''Smash 64'' with [[Tournament]] results to back this up. Jigglypuff went from the 6th best out of 12 on the ''Smash 64'' tier list to 3rd best out of 26 on the ''Melee'' tier list. As a result of these improvements in both tournament and tier placings, Jigglypuff is widely considered one of the most buffed characters in the game, alongside {{SSBM|Samus}}. | ||
===Aesthetics=== | ===Aesthetics=== | ||
*{{change|The graphical upgrades of the Nintendo GameCube allow Jigglypuff to have a rounder body and a more detailed mouth. Additionally, its ears and hair curl are slightly larger and its irises are now teal.}} | *{{change|The graphical upgrades of the Nintendo GameCube allow Jigglypuff to have a rounder body and a more detailed mouth. Additionally, its ears and hair curl are slightly larger and its irises are now teal.}} | ||
*{{change|Jigglypuff | *{{change|Jigglypuff received a new [[taunt]], where it now spins in place while winking at the player.}} | ||
*{{change|Its "applause" pose on the Results Screen now properly loops, instead of merely moving its head twice and then stopping.}} | *{{change|Its "applause" pose on the Results Screen now properly loops, instead of merely moving its head twice and then stopping.}} | ||
*{{change|When Jigglypuff gets hit, it tumbles while facing the opposite direction it faced in | *{{change|When Jigglypuff gets hit, it tumbles while facing the opposite direction it faced in Super Smash Bros. (Example: When it gets hit left, it faces the screen rather than the background.)}} | ||
===Attributes=== | ===Attributes=== | ||
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**{{buff|Jigglypuff's [[midair jump]]s now all give height, greatly improving its recovery and ability to chase aerial opponents.}} | **{{buff|Jigglypuff's [[midair jump]]s now all give height, greatly improving its recovery and ability to chase aerial opponents.}} | ||
***{{nerf|However, Jigglypuff's first two mid-air jumps (especially the second one) grant less height.}} | ***{{nerf|However, Jigglypuff's first two mid-air jumps (especially the second one) grant less height.}} | ||
*{{change|Jigglypuff's [[gravity]] is slightly lower (0.0667 (2) → 0.064), going from the second lowest to the lowest | *{{change|Jigglypuff's [[gravity]] is slightly lower (0.0667 (2) → 0.064), going from the second lowest to the absolute lowest.}} | ||
*{{change|Jigglypuff's [[falling speed]] is slightly higher (1.267 (38) → 1.3), although it is still the lowest in the game.}} | *{{change|Jigglypuff's [[falling speed]] is slightly higher (1.267 (38) → 1.3), although it is still the lowest in the game.}} | ||
**{{nerf|However, Jigglypuff's [[fast fall]]ing speed is much slower (2.0167 (60.5) → 1.6). The difference between its falling speed and fast falling speed is much lower (increase: 59.2% → 23.1%), which makes it more predictable when landing and gives it fewer options in the air.}} | **{{nerf|However, Jigglypuff's [[fast fall]]ing speed is much slower (2.0167 (60.5) → 1.6). The difference between its falling speed and fast falling speed is much lower (increase: 59.2% → 23.1%), which makes it more predictable when landing and gives it fewer options in the air.}} | ||
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*{{buff|Forward [[roll]] has less startup lag with a longer duration (frames 4-19 → 2-18).}} | *{{buff|Forward [[roll]] has less startup lag with a longer duration (frames 4-19 → 2-18).}} | ||
*{{nerf|Both rolls have more ending lag (FAF 32 → 35).}} | *{{nerf|Both rolls have more ending lag (FAF 32 → 35).}} | ||
*{{nerf|Jigglypuff's hair and ears now have hurtboxes | *{{nerf|Jigglypuff's hair and ears now have hurtboxes.}} | ||
*{{nerf|The removal of [[Teleport (SSB)|teleporting]] hinders Jigglypuff's grounded approach more so than any other veteran.}} | *{{nerf|The removal of [[Teleport (SSB)|teleporting]] hinders Jigglypuff's grounded approach more so than any other veteran.}} | ||
*{{buff|The introduction of [[air dodging]] greatly helps Jigglypuff as air dodging not only gives Jigglypuff an additional recovery option if it runs out of jumps but they also give Jigglypuff superior landing options on platforms.}} | *{{buff|The introduction of [[air dodging]] greatly helps Jigglypuff as air dodging not only gives Jigglypuff an additional recovery option if it runs out of jumps but they also give Jigglypuff superior landing options on platforms.}} | ||
*{{nerf|Jigglypuff's [[shield]] is | *{{nerf|Jigglypuff's [[shield]] is much smaller; going from being twice the size of Jigglypuff (being the largest shield in ''Smash 64'') to now failing to cover Jigglypuff's whole body.}} | ||
*{{buff|The changes to shields benefit Jigglypuff more than most other veterans as it makes Jigglypuff much less vulnerable to shield breaks (despite its higher traction), making its unique shield break less of a detriment. It also doesn't hurt Jigglypuff's own shield pressure as much as other returning veterans.}} | *{{buff|The changes to shields benefit Jigglypuff more than most other veterans as it makes Jigglypuff much less vulnerable to shield breaks (despite its higher traction), making its unique shield break less of a detriment. It also doesn't hurt Jigglypuff's own shield pressure as much as other returning veterans.}} | ||
*{{buff|The changes to [[ledge]] [[intangibility]] | *{{buff|The changes to [[ledge]] [[intangibility]] benefits Jigglypuff more so than any other veteran as it can now easily stall by the ledge with minimal risk which can be extremely difficult to deal with.}} | ||
===Ground attacks=== | ===Ground attacks=== | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutraldesc=Two quick jabs with rather poor range. Good for [[jab reset]]ting and can lead into tilts. | |neutraldesc=Two quick jabs with rather poor range. Good for [[jab reset]]ting and can lead into tilts. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=10% | |ftiltdmg=10% | ||
|ftiltdesc=Does a quick roundhouse spin, feet extended. Has short range. Can be angled up or down. | |ftiltdesc=Does a quick roundhouse spin, feet extended. Has short range. Can be angled up or down. | ||
|utiltname= | |utiltname= | ||
|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= | |dtiltname= | ||
|dtiltdmg=10% | |dtiltdmg=10% | ||
|dtiltdesc=Quickly extends its foot downwards. | |dtiltdesc=Quickly extends its foot downwards. | ||
|dashname= | |dashname= | ||
|dashdmg=12% (clean), 8% (late) | |dashdmg=12% (clean), 8% (late) | ||
|dashdesc=A generic dash attack; trips and falls head-first forwards. Somewhat fast and powerful, but is predictable, and has moderate ending lag. | |dashdesc=A generic dash attack; trips and falls head-first forwards. Somewhat fast and powerful, but is predictable, and has moderate ending lag. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBM|17}} (clean), {{ChargedSmashDmgSSBM|13}} (late) | |fsmashdmg={{ChargedSmashDmgSSBM|17}} (clean), {{ChargedSmashDmgSSBM|13}} (late) | ||
|fsmashdesc=Does a small hop forward with foot extended. Has minor startup and ending lag, but is a decent finisher at higher percentages due to its extremely high knockback scaling; it has the second highest knockback scaling in the game out of the forward smashes, losing only to {{SSBM|Luigi}}'s. | |fsmashdesc=Does a small hop forward with foot extended. Has minor startup and ending lag, but is a decent finisher at higher percentages due to its extremely high knockback scaling; it has the second highest knockback scaling in the game out of the forward smashes, losing only to {{SSBM|Luigi}}'s. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBM|14}} | |usmashdmg={{ChargedSmashDmgSSBM|14}} | ||
|usmashdesc=Headbutts upwards. It can be good for leading into aerial combos or finishing, and it can combo into Rest at mid percentages, but due to the ending lag, it isn't too reliable. There is a smaller hitbox in Jigglypuff's head that deals {{ChargedSmashDmgSSBM|15}} damage but never connects due to overlapping the bigger hitbox. | |usmashdesc=Headbutts upwards. It can be good for leading into aerial combos or finishing, and it can combo into Rest at mid percentages, but due to the ending lag, it isn't too reliable. There is a smaller hitbox in Jigglypuff's head that deals {{ChargedSmashDmgSSBM|15}} damage but never connects due to overlapping the bigger hitbox. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBM|12}} | |dsmashdmg={{ChargedSmashDmgSSBM|12}} | ||
|dsmashdesc=Enlarges both its feet sideways. Has a bit of ending lag, but with [[semi-spike]] properties, it can be a good edgeguarder. However, Jigglypuff's aerials are usually safer and more reliable. Both of Jigglypuff's feet are intangible the moment the hitboxes come out. | |dsmashdesc=Enlarges both its feet sideways. Has a bit of ending lag, but with [[semi-spike]] properties, it can be a good edgeguarder. However, Jigglypuff's aerials are usually safer and more reliable. Both of Jigglypuff's feet are intangible the moment the hitboxes come out. | ||
|nairname= | |nairname= | ||
|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= | |fairname= | ||
|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. | ||
|bairname= | |bairname= | ||
|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= | |uairname= | ||
|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. | ||
|dairname= | |dairname= | ||
|dairdmg=2% (hits 1-8) | |dairdmg=2% (hits 1-8) | ||
|dairdesc=A downwards drill kick. Not much hitstun. If the player used short hopped down aerial with L-cancel, it can lead to a Rest | |dairdesc=A downwards drill kick. Not much hitstun. If the player used short hopped down aerial with L-cancel, it can lead to a Rest. Deals 16% damage total if all hits connect. | ||
|grabname= | |grabname= | ||
|grabdesc= | |grabdesc= | ||
|pummelname= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=Slaps opponent with its tuft of hair. Somewhat slow. | |pummeldesc=Slaps opponent with its tuft of hair. Somewhat slow. | ||
|fthrowname= | |fthrowname= | ||
|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= | |bthrowname= | ||
|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= | |uthrowname= | ||
|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. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=1% (hits 1-4), 3% (hit 5), 2% (throw) | |dthrowdmg=1% (hits 1-4), 3% (hit 5), 2% (throw) | ||
|dthrowdesc=Grinds opponent with itself on the floor. Can combo into Rest against floaty characters. | |dthrowdesc=Grinds opponent with itself on the floor. Can combo into Rest against floaty characters. | ||
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|dsdmg=28% | |dsdmg=28% | ||
|dsdesc=Rests. Normally, this leaves Jigglypuff very vulnerable, but there is a very small hitbox located near its eyes, which deals extremely high damage and knockback, being able to KO reliably at as low as 25%. Can easily be combo'd into with a variety of moves, notably its up throw, up aerial, up tilt, and down throw. It is among the most feared attacks in the game due to its extreme power and instantaneous startup, but if it misses, it leaves Jigglypuff extremely vulnerable. Most useful in teams matches where a teammate can cover Jigglypuff's extreme ending lag upon using Rest with a jab. Deals [[flame]] damage. | |dsdesc=Rests. Normally, this leaves Jigglypuff very vulnerable, but there is a very small hitbox located near its eyes, which deals extremely high damage and knockback, being able to KO reliably at as low as 25%. Can easily be combo'd into with a variety of moves, notably its up throw, up aerial, up tilt, and down throw. It is among the most feared attacks in the game due to its extreme power and instantaneous startup, but if it misses, it leaves Jigglypuff extremely vulnerable. Most useful in teams matches where a teammate can cover Jigglypuff's extreme ending lag upon using Rest with a jab. Deals [[flame]] damage. | ||
}} | }} | ||
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''See also: [[:Category:Jigglypuff players (SSBM)]]'' | ''See also: [[:Category:Jigglypuff players (SSBM)]]'' | ||
*{{Sm|2saint|USA}} - | *{{Sm|2saint|USA}} - Currently the second best Jigglypuff player in the world. Placed 7th at {{Trn|GENESIS 9}}; 13th at {{Trn|GENESIS 6}}, {{Trn|Shine 2019}}, and {{Trn|The Big House 10}}; and 17th at {{Trn|Shine 2022}} with wins over players such as {{Sm|aMSa}}, {{Sm|Hax$}}, and {{Sm|PewPewU}}. Ranked as high as 35th on the [[2019 MPGR]]. | ||
*{{Sm|Hungrybox|USA}} - One of the [[Five Gods]] and the best Jigglypuff player of all time | *{{Sm|Hungrybox|USA}} - One of the [[Five Gods]] and the best Jigglypuff player of all time, having been ranked 1st on multiple [[SSBMRank]]/[[MPGR]] rankings. | ||
*{{Sm|Michael|USA}} - | *{{Sm|Michael|USA}} - Placed 4th at {{Trn|Combo Breaker 2018}}, 7th at {{Trn|Full Bloom 5}}, 9th at {{Trn|Smash 'N' Splash 4}}, and 17th at both {{Trn|The Big House 8}} and {{Trn|Smash 'N' Splash 5}} with wins over players such as {{Sm|PewPewU}}, {{Sm|HugS}}, and {{Sm|Kalamazhu}}. Ranked as high as 41st on the [[2018 MPGR]]. | ||
*{{Sm|Prince Abu|USA}} - Formerly considered the second best Jigglypuff player in the world. | *{{Sm|Prince Abu|USA}} - Formerly considered the second best Jigglypuff player in the world. Placed 4th at {{Trn|Battle of BC 2}}, 7th at {{Trn|Canada Cup 2016}}, and 9th at {{Trn|Smash 'N' Splash 2}}, {{Trn|EVO 2017}}, and {{Trn|Pat's House 3}} with wins over players such as {{Sm|Plup}}, {{Sm|S2J}}, and {{Sm|HugS}}. Ranked as high as 38th on the [[2017 SSBMRank]]. | ||
*{{Sm|Tekk|France}} - Formerly the best Jigglypuff player in Europe. Placed 4th at both {{Trn|HFLAN Melee Edition}} and {{Trn|DreamHack London 2015}}, 5th at {{Trn|B.E.A.S.T 4}}, and 13th at both {{Trn|Heir 3}} and {{Trn|Heir 5}} wins over players such as {{Sm|Chillindude}}, {{Sm|Android}} and {{Sm|Duck}}. Ranked 42rd on the [[2015 SSBMRank]]. | |||
*{{Sm|Tekk|France}} - | *{{Sm|Darc|USA}} - One of the first top Jigglypuff players, placing 7th at both {{Trn|Viva La Smashtaclysm}} and {{Trn|Revival of Melee 3}}, 9th at {{Trn|Cataclysm 3}}, and 13th at both {{Trn|GENESIS}} and {{Trn|Apex 2010}}. Ranked as high as 45th on the [[2013 SSBMRank]]. He is currently on hiatus from tournaments. | ||
*{{Sm|Darc|USA}} - One of the first top Jigglypuff players | *{{Sm|KillaOR|USA}} - The best Jigglypuff player in ''Melee''{{'}}s early years. Placed 2nd at {{Trn|MLG Houston 2005}}, 3rd at {{Trn|MLG Los Angeles 2005}}, 9th at {{Trn|MLG Chicago 2005}}, and 13th at both {{Trn|Gettin' Schooled 2}} and {{Trn|MLG New York 2005}}. He has since retired from competitive play. | ||
*{{Sm|KillaOR|USA}} - The best Jigglypuff player in ''Melee''{{'}}s early years. | *{{Sm|The King|Canada}} - One of the first top Jigglypuff players, placing 5th at both {{Trn|MLG Dallas 2006}} and {{Trn|Zero Challenge 3}}, 9th at both {{Trn|MLG Anaheim 2006}} and {{Trn|Zero Challenge 2}}, and 13th at {{Trn|MLG Orlando 2006}}. He has since retired from competitive play. | ||
*{{Sm|The King|Canada}} - One of the first top Jigglypuff players | *{{Sm|Mango|USA}} - One of the Five Gods, having started out with Jigglypuff after being inspired by The King. He was considered the best player in the world in 2009 when using Jigglypuff. | ||
*{{Sm|Mango|USA}} - One of the Five Gods, having started out with Jigglypuff after being inspired by The King. He was considered the best player in the world in 2009 when using Jigglypuff | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
Since the beginning of the ''Melee'' [[metagame]], Jigglypuff has had among the biggest improvements, going from an average contender to one of the definitive characters in the competitive scene. In the first tier list (October 2002), Jigglypuff was ranked 17-18th place (tied with {{SSBM|Ness}}). This was due to most players not fully recognizing its aerial capabilities. With new metagame developments, it jumped to 10-11th in the second tier list (December 2002). Jigglypuff hovered around the 8th-11th spots before rising to 6th-7th place (tied with {{SSBM|Captain Falcon}}) in the ninth tier list (October 2008), largely due to {{Sm|Mango}} showing how dominant Jigglypuff was in the air, and how powerful its [[pressure]] game and [[combo]] abilities were. With Mango continuously dominating more ''Melee'' tournaments using Jigglypuff, and the rise of another nationally dominant Jigglypuff player in {{Sm|Hungrybox}}, Jigglypuff jumped up to top tier in the original 10th tier list (September 2010), tied with {{SSBM|Fox}} and {{SSBM|Falco}} for the top position. In the tenth tier list (December 2010), Jigglypuff was ranked third under Fox and Falco. Jigglypuff is ranked 5th place in the twelfth tier list. Despite this, | Since the beginning of the ''Melee'' [[metagame]], Jigglypuff has had among the biggest improvements, going from an average contender to one of the definitive characters in the competitive scene. In the first tier list (October 2002), Jigglypuff was ranked 17-18th place (tied with {{SSBM|Ness}}). This was due to most players not fully recognizing its aerial capabilities. With new metagame developments, it jumped to 10-11th in the second tier list (December 2002). Jigglypuff hovered around the 8th-11th spots before rising to 6th-7th place (tied with {{SSBM|Captain Falcon}}) in the ninth tier list (October 2008), largely due to {{Sm|Mango}} showing how dominant Jigglypuff was in the air, and how powerful its [[pressure]] game and [[combo]] abilities were. With Mango continuously dominating more ''Melee'' tournaments using Jigglypuff, and the rise of another nationally dominant Jigglypuff player in {{Sm|Hungrybox}}, Jigglypuff jumped up to top tier in the original 10th tier list (September 2010), tied with {{SSBM|Fox}} and {{SSBM|Falco}} for the top position. In the tenth tier list (December 2010), Jigglypuff was ranked third under Fox and Falco. Jigglypuff is ranked 5th place in the twelfth tier list. Despite this, Jigglypuff has a smaller playerbase than the rest of the top tier characters, with only four representatives on the [[2015 SSBM Player Rankings]], although it has since seen an increase in representation. | ||
Since 2015, Jigglypuff's presence in the ''Melee'' metagame has continued to grow, largely to Hungrybox's continued rise to dominance as the best player in the world. After winning huge events such as {{Trn|EVO 2016}}, and achieving Rank #1 on SSBMRank from 2017 to 2019, Hungrybox became the player to beat at every ''Melee'' tournament, and many players began developing a secondary {{SSBM|Fox}} in an attempt to counterpick him. Following Hungrybox's dominance, most players began to recognize Jigglypuff as a top three character, with some believing that it is the best character in the game; this has been reflected in the thirteenth and latest tier list, where Jigglypuff is ranked 3rd. | |||
==== [[Broken]]ness controversy ==== | ==== [[Broken]]ness controversy ==== | ||
Within the ''Melee'' community, there has been a small group of players who believe that "Puff is [[broken]]" and that the character should be banned from ''Melee'' tournaments. They argue that its near-inability to be comboed and its exceptional recovery take away the punishing and edgeguarding game, two of the most important aspects of ''Melee'', giving it an unfair advantage over the rest of the cast. Players such as {{Sm|Leffen}} have argued that due to its "brokenness," other top ''Melee'' players could easily pick up Jigglypuff and do just as well as Hungrybox, as suggested by {{Sm|Mango}}'s dominance from 2008 to 2010 and {{Sm|Jerry}}'s immediate success in 2018 when he picked up Jigglypuff, but refuse to play Jigglypuff because they prefer to play faster, aggressive characters, which keeps the game popular with spectators. | Within the ''Melee'' community, there has been a small group of players who believe that "Puff is [[broken]]" and that the character should be banned from ''Melee'' tournaments. They argue that its near-inability to be comboed and its exceptional recovery take away the punishing and edgeguarding game, two of the most important aspects of ''Melee'', giving it an unfair advantage over the rest of the cast. Players such as {{Sm|Leffen}} have argued that due to its "brokenness," other top ''Melee'' players could easily pick up Jigglypuff and do just as well as Hungrybox, as suggested by {{Sm|Mango}}'s dominance from 2008 to 2010 and {{Sm|Jerry}}'s immediate success in 2018 when he picked up Jigglypuff, but refuse to play Jigglypuff because they prefer to play faster, aggressive characters, which keeps the game popular with spectators. | ||
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*'''[[Event 32: Target Acquired]]''': As Falco, the player must KO Jigglypuff as many times as possible in one minute on Corneria. However, Arwings also fire frequently at the stage, and Falco must KO Jigglypuff more often than the Arwings to win the event. | *'''[[Event 32: Target Acquired]]''': As Falco, the player must KO Jigglypuff as many times as possible in one minute on Corneria. However, Arwings also fire frequently at the stage, and Falco must KO Jigglypuff more often than the Arwings to win the event. | ||
*'''[[Event 37: Legendary Pokémon]]''': As any character, the player must fight against a team of four Wire Frames and Jigglypuff; everyone has two lives, and the only items that spawn are Pokéballs, all of which only produce legendary Pokémon. Jigglypuff will never directly attack the player, and will instead only pursue Pokéballs when they appear. Defeating all five opponents also gives the player the opportunity to unlock {{SSBM|Pichu}}. | *'''[[Event 37: Legendary Pokémon]]''': As any character, the player must fight against a team of four Wire Frames and Jigglypuff; everyone has two lives, and the only items that spawn are Pokéballs, all of which only produce legendary Pokémon. Jigglypuff will never directly attack the player, and will instead only pursue Pokéballs when they appear. Defeating all five opponents also gives the player the opportunity to unlock {{SSBM|Pichu}}. | ||
*'''[[Event 39: Jigglypuff Live!]]''': As Jigglypuff, the player must fight against a team of three other Jigglypuff. | *'''[[Event 39: Jigglypuff Live!]]''': As Jigglypuff, the player must fight against a team of three other Jigglypuff. all fighters have three lives, and the damage ratio has been increased. | ||
*'''[[Event 40: All-Star Match 4]]''': Jigglypuff is the third opponent fought in this series of staged battles. The selected character battles it on the [[Poké Floats]] stage with a stock of 2 while Jigglypuff has 1. With a timer of four minutes, the player must defeat it and the other four characters one-by-one with the overall time and damage: [[Marth]], [[Luigi]], [[Mewtwo]], and [[Mr. Game & Watch]]. | *'''[[Event 40: All-Star Match 4]]''': Jigglypuff is the third opponent fought in this series of staged battles. The selected character battles it on the [[Poké Floats]] stage with a stock of 2 while Jigglypuff has 1. With a timer of four minutes, the player must defeat it and the other four characters one-by-one with the overall time and damage: [[Marth]], [[Luigi]], [[Mewtwo]], and [[Mr. Game & Watch]]. | ||
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==Trivia== | ==Trivia== | ||
*Jigglypuff is one of the five hidden characters, along with {{SSBM|Ganondorf}}, {{SSBM|Mewtwo}}, {{SSBM|Young Link}}, and {{SSBM|Pichu}}, to be seen in the [[opening movie]]. | *Jigglypuff is one of the five hidden characters, along with {{SSBM|Ganondorf}}, {{SSBM|Mewtwo}}, {{SSBM|Young Link}}, and {{SSBM|Pichu}}, to be seen in the [[opening movie]]. | ||
*Jigglypuff is the only fighter in ''Melee'' who has a different voice actor when the language is switched to Japanese. | *Jigglypuff is the only fighter in ''Melee'' who has a different voice actor when the language is switched to Japanese. | ||
*Jigglypuff's and {{SSBM|Mr. Game & Watch}}'s stock icons show their entire body; they are the only characters in ''Melee'' to have this. | *Jigglypuff's and {{SSBM|Mr. Game & Watch}}'s stock icons show their entire body; they are the only characters in ''Melee'' to have this. | ||
*After picking up a Metal Box, Jigglypuff's eyes disappear. This is due to its eyes being simple textures on its body's model instead of being modelled separately. It shares this trait with several other fighters including {{SSBM|Pikachu}}, {{SSBM|Kirby}} and the {{SSBM|Ice Climbers}}. | *After picking up a Metal Box, Jigglypuff's eyes disappear. This is due to its eyes being simple textures on its body's model instead of being modelled separately. It shares this trait with several other fighters including {{SSBM|Pikachu}}, {{SSBM|Kirby}} and the {{SSBM|Ice Climbers}}. | ||
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==External links== | ==External links== | ||
*[ | *[http://sourcegaming.info/2015/10/13/news-flash-smash-bros-dojo-jigglypuff/ Translation of official character page on Source Gaming] | ||
*[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1225/index.html Official character page on the Japanese ''Melee'' website] | *[https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/flash/1225/index.html Official character page on the Japanese ''Melee'' website] | ||
*[https://youtube.com/watch?v=2r-dNCBuh_k Are You a Jigglypuff Player?] by [[Kira]] | *[https://youtube.com/watch?v=2r-dNCBuh_k Are You a Jigglypuff Player?] by [[Kira]] |