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{{s|wikipedia|Rachael Lillis}} and {{s|wikipedia|Mika Kanai}} reprise their roles in the English and Japanese versions of the game. Rachael Lillis' voice clips are reused from ''Smash 64'' while most of Mika Kanai's are from ''Smash 64'' and the ''Pokémon'' anime (mainly episodes 45 and 62). Guilaine Gilbert and Mara Winzer reprise their roles in the French and German versions of the game, with new voice clips. | {{s|wikipedia|Rachael Lillis}} and {{s|wikipedia|Mika Kanai}} reprise their roles in the English and Japanese versions of the game. Rachael Lillis' voice clips are reused from ''Smash 64'' while most of Mika Kanai's are from ''Smash 64'' and the ''Pokémon'' anime (mainly episodes 45 and 62). Guilaine Gilbert and Mara Winzer reprise their roles in the French and German versions of the game, with new voice clips. | ||
Jigglypuff currently ranks 3rd in the ''Melee'' [[tier list]], placing it in the S tier | Jigglypuff currently ranks 3rd in the ''Melee'' [[tier list]], placing it in the S tier, and is a large improvement from its 6th place ranking in ''Smash 64'', and it its best placement in the series to date. 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 must be defeated in battle before it can be unlocked. There are two ways the player can encounter Jigglypuff: | Jigglypuff must be defeated in battle before it can be unlocked. There are two ways the player can encounter Jigglypuff: | ||
*One way is to complete Classic Mode, Adventure Mode, or All-Star Mode with any character. If the player fails to defeat Jigglypuff, they can re-fight it by completing one of these modes again. If this method is used and {{SSBM|Young Link}}'s unique encounter requirement is met, then he must be unlocked before Jigglypuff can be fought. | *One way is to complete Classic Mode, Adventure Mode, or All-Star Mode with any character. If the player fails to defeat Jigglypuff, they can re-fight it by completing one of these modes again. If this method is used and {{SSBM|Young Link}}'s unique encounter requirement is met, then he must be unlocked before Jigglypuff can be fought. | ||
*Another way is to play 50 VS. matches to completion. If the player | *Another way is to play 50 VS. matches to completion. If the player does not defeat Jigglypuff, they can re-fight it by playing another VS. match to completion. Fighters with higher VS. match quotas, like {{SSBM|Dr. Mario}}, will not appear until Jigglypuff is unlocked. | ||
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 | Overall, Jigglypuff is much 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 | *{{change|The graphical upgrades of the 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's [[taunt]] has been changed, where it spins in place while winking at the player.}} | *{{change|Jigglypuff's [[taunt]] has been changed, where it spins in place while winking at the player.}} | ||
*{{change| | *{{change|Defeated/No Contest pose on the Results Screen loops, rather than moving its head once and stopping.}} | ||
*{{change|When Jigglypuff gets hit, it tumbles while facing the opposite direction it faced in the original Super Smash Bros. (Example: When it gets hit left, it faces the screen rather than the background.)}} | *{{change|When Jigglypuff gets hit, it tumbles while facing the opposite direction it faced in the original Super Smash Bros. (Example: When it gets hit left, it faces the screen rather than the background.)}} | ||
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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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**{{nerf|As with most other returning veterans, Grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).}} | **{{nerf|As with most other returning veterans, Grabs have more startup lag (frame 6 → 7 (standing), 11 (dash)) and ending lag (FAF 16 → 31 (standing), 41 (dash)).}} | ||
*[[Forward throw]]: | *[[Forward throw]]: | ||
**{{change|Jigglypuff has a | **{{change|Jigglypuff has a changed forward throw: It now hits its opponent on its side dealing horizontal knockback. Unlike most throws, the move's hitbox occurs after the throw with the hit being fairly powerful.}} | ||
*[[Back throw]]: | *[[Back throw]]: | ||
**{{change|Jigglypuff releases its opponent one frame later from back throw (frame 24 → 25).}} | **{{change|Jigglypuff releases its opponent one frame later from back throw (frame 24 → 25).}} | ||
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**{{nerf|Back throw has drastically reduced damage (16% → 10%) and knockback (80 (base), 70 (scaling) → 90/25).}} | **{{nerf|Back throw has drastically reduced damage (16% → 10%) and knockback (80 (base), 70 (scaling) → 90/25).}} | ||
*[[Up throw]]: | *[[Up throw]]: | ||
**{{change|Jigglypuff's previous forward throw | **{{change|Jigglypuff's previous forward throw has been moved to its up throw.}} | ||
***{{nerf|In the process, it deals less damage (14% → 11%) with altered knockback (90 (base), 50 (scaling) → 130/25). When combined with the universal reduction to [[hitstun]] and the introduction of [[DI]], this hinders its combo potential at lower percents and hinders its already poor KO potential.}} | ***{{nerf|In the process, it deals less damage (14% → 11%) with altered knockback (90 (base), 50 (scaling) → 130/25). When combined with the universal reduction to [[hitstun]] and the introduction of [[DI]], this hinders its combo potential at lower percents and hinders its already poor KO potential.}} | ||
**{{nerf|Up throw has more ending lag (FAF 40 → 42).}} | **{{nerf|Up throw has more ending lag (FAF 40 → 42).}} | ||
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**{{change|Jigglypuff has a new [[neutral special move]]: [[Rollout]]. It's a chargeable move that deals good damage, can KO early regardless of where the opponent is on the stage, and moves at fast speeds when fully charged.}} | **{{change|Jigglypuff has a new [[neutral special move]]: [[Rollout]]. It's a chargeable move that deals good damage, can KO early regardless of where the opponent is on the stage, and moves at fast speeds when fully charged.}} | ||
*[[Pound]]: | *[[Pound]]: | ||
**{{change|Pound | **{{change|Previos neutral special move Pound has been moved to Jigglypuff's [[side special move]] due to Rollout becoming its neutral special move.}} | ||
**{{buff|Pound has less ending lag (FAF 55 → 46) improving its recovery potential.}} | **{{buff|Pound has less ending lag (FAF 55 → 46) improving its recovery potential.}} | ||
**{{buff|Pound stalls Jigglypuff's vertical momentum for a much longer period of time which along with the previous change, significantly improves its stalling potential.}} | **{{buff|Pound stalls Jigglypuff's vertical momentum for a much longer period of time which along with the previous change, significantly improves its stalling potential.}} | ||
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**{{nerf|The 0.7x damage decrease to shields hinders Pound's ability to break shields.}} | **{{nerf|The 0.7x damage decrease to shields hinders Pound's ability to break shields.}} | ||
*[[Sing]]: | *[[Sing]]: | ||
**{{change|Sing | **{{change|Sing puts opponents to sleep for longer at higher percentages, rather than lower percentages.}} | ||
**{{buff|Sing can now auto-snap the ledge, which makes it less of a detriment if used off stage and can occasionally set up a Rest.}} | **{{buff|Sing can now auto-snap the ledge, which makes it less of a detriment if used off stage and can occasionally set up a Rest.}} | ||
**{{buff|Sing gives a slight vertical boost in midair if used after a jump.}} | **{{buff|Sing gives a slight vertical boost in midair if used after a jump.}} | ||
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|game=SSBM | |game=SSBM | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Left Jab ({{ja| | |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| | |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| | |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| | |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| | |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| | |bthrowname=Back Buster ({{ja|ブレーンバスター|Bakku Basutā}}) | ||
|bthrowdmg=10% | |bthrowdmg=10% | ||
|bthrowdesc= | |bthrowdesc=An German suplex. 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| | |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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===[[Announcer]] call=== | ===[[Announcer]] call=== | ||
<gallery> | <gallery> | ||
Jigglypuff English Announcer SSBM.wav| | Jigglypuff English Announcer SSBM.wav|Jigglypuff | ||
Jigglypuff Japanese Announcer SSBM.wav| | Jigglypuff Japanese Announcer SSBM.wav|Purin | ||
Jigglypuff French Announcer SSBM.wav| | Jigglypuff French Announcer SSBM.wav|Rondoudou | ||
Jigglypuff German Announcer SSBM.wav| | Jigglypuff German Announcer SSBM.wav|Pummeluff | ||
</gallery> | </gallery> | ||
===[[Taunt]]=== | ===[[Taunt]]=== | ||
{{Taunt/SSBM|char=Jigglypuff|desc=Spins around on one foot, then looks at the camera inflated, winking and saying "Jigglypuff!" The eye Jigglypuff winks depends on which side it's facing.}} | {{Taunt/SSBM|char=Jigglypuff|desc=Spins around on one foot, then looks at the camera inflated, winking and saying "Jigglypuff!". Or in Japanese, "Puri Puri!" The eye Jigglypuff winks depends on which side it's facing.}} | ||
===[[Idle pose]]=== | ===[[Idle pose]]=== | ||
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{{Victory/SSBM | {{Victory/SSBM | ||
|victory-theme=PokemonThemeMelee.ogg | |victory-theme=PokemonThemeMelee.ogg | ||
|victory-desc= | |victory-desc=It is an excerpt from the main theme of ''Pokémon Red & Blue'' for Game Boy. | ||
|desc-1=Hestitates for a while, then jumps up and lands on its back. | |desc-1=Hestitates for a while, then jumps up and lands on its back. | ||
|desc-2=Jumps twice, then does a backflip. | |desc-2=Jumps twice, then does a backflip. | ||
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*{{Sm|Michael|USA}} - The second best Jigglypuff player in 2018, placing 41st on the [[2018 MPGR]]. He notably placed 4th at {{Trn|Combo Breaker 2018}} with additional major placements such as 9th at {{Trn|Smash 'N' Splash 4}} and 17th at {{Trn|The Big House 8}}. Although less active in recent years, he has shown occasional success such as 17th at {{Trn|Riptide 2023}}. | *{{Sm|Michael|USA}} - The second best Jigglypuff player in 2018, placing 41st on the [[2018 MPGR]]. He notably placed 4th at {{Trn|Combo Breaker 2018}} with additional major placements such as 9th at {{Trn|Smash 'N' Splash 4}} and 17th at {{Trn|The Big House 8}}. Although less active in recent years, he has shown occasional success such as 17th at {{Trn|Riptide 2023}}. | ||
*{{Sm|Prince Abu|USA}} - Formerly considered the second best Jigglypuff player in the world. Though was more inconsistent in comparison to other Jigglypuff players in the modern era, he has shown peaks at majors such as 9th at {{Trn|Smash 'N' Splash 2}} and {{Trn|EVO 2017}}. Formerly ranked as high as 38th on the [[2017 SSBMRank]]. | *{{Sm|Prince Abu|USA}} - Formerly considered the second best Jigglypuff player in the world. Though was more inconsistent in comparison to other Jigglypuff players in the modern era, he has shown peaks at majors such as 9th at {{Trn|Smash 'N' Splash 2}} and {{Trn|EVO 2017}}. Formerly ranked as high as 38th on the [[2017 SSBMRank]]. | ||
*{{Sm|SDJ|USA}} - Currently the second best Jigglypuff player in the world. He came on the rise with the return of offline tournaments in 2021, boasting some of the best Jigglypuff runs with examples such as 5th at {{Trn|Shine 2023}} | *{{Sm|SDJ|USA}} - Currently the second best Jigglypuff player in the world. He came on the rise with the return of offline tournaments in 2021, boasting some of the best Jigglypuff runs with examples such as 5th at {{Trn|Shine 2023}} and 9th at {{Trn|GENESIS X}}. He is currently ranked 29th on the [[SSBMRank 2023]], marking the first time a Jigglypuff player besides Hungrybox has made top 30 on a yearly SSBMRank/MPGR ranking. | ||
*{{Sm|Tekk|France}} - The best Jigglypuff player in Europe. He has shown the best results in the country with tournaments such as 5th at {{Trn|B.E.A.S.T 4}} and 13th at {{Trn|Heir 5}}. He has taken sets over some top international players such as {{Sm|Zhu}} at {{Trn|HFLAN Melee Edition}} and {{Sm|Duck}} at {{Trn|Heir 4}}. He was formerly ranked 42rd on the [[2015 SSBMRank]], putting him as the first French player on the rankings to make top 50 in the world. | *{{Sm|Tekk|France}} - The best Jigglypuff player in Europe. He has shown the best results in the country with tournaments such as 5th at {{Trn|B.E.A.S.T 4}} and 13th at {{Trn|Heir 5}}. He has taken sets over some top international players such as {{Sm|Zhu}} at {{Trn|HFLAN Melee Edition}} and {{Sm|Duck}} at {{Trn|Heir 4}}. He was formerly ranked 42rd on the [[2015 SSBMRank]], putting him as the first French player on the rankings to make top 50 in the world. | ||
*{{Sm|Darc|USA}} - One of the first top Jigglypuff players, placing high at some of the most notable tournaments past the MLG era, placing 7th at {{Trn|Viva La Smashtaclysm}} and 13th at {{Trn|GENESIS}}. He continued playing into the early 2010s, securing placements such as 7th at {{Trn|Revival of Melee 3}} and 45th on the [[2013 SSBMRank]]. He stopped regularly competing at tournaments starting in mid-2014. | *{{Sm|Darc|USA}} - One of the first top Jigglypuff players, placing high at some of the most notable tournaments past the MLG era, placing 7th at {{Trn|Viva La Smashtaclysm}} and 13th at {{Trn|GENESIS}}. He continued playing into the early 2010s, securing placements such as 7th at {{Trn|Revival of Melee 3}} and 45th on the [[2013 SSBMRank]]. He stopped regularly competing at tournaments starting in mid-2014. | ||
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===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 | 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. However, following Hungrybox’s slump in tournament results post-COVID, and the advancement of other characters in the Jigglypuff matchup, most players no longer consider Jigglypuff to be a candidate for the best character in the game, and that Sheik and Peach are the only other top tiers that Jigglypuff has a clear matchup advantage against. | ||
==== [[Broken]]ness controversy ==== | ==== [[Broken]]ness controversy ==== | ||
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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== | ||
* | *This is the only game where Jigglypuff was not ranked mid-tier (''Smash 64'' and ''Ultimate'') or bottom tier (''Brawl'' and ''Smash 3DS/Wii U''). | ||
*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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*Jigglypuff, {{SSBM|Mario}}, {{SSBM|Peach}}, Luigi, and {{SSBM|Dr. Mario}} are the only fighters with English voice actors in ''Melee''. | *Jigglypuff, {{SSBM|Mario}}, {{SSBM|Peach}}, Luigi, and {{SSBM|Dr. Mario}} are the only fighters with English voice actors in ''Melee''. | ||
**Jigglypuff is the only non-''Mario'' fighter to have an English voice actor, as well as the only fighter in general (barring the characters in the [[Star Fox Smash Taunt]]) to have voice actors in multiple languages. | **Jigglypuff is the only non-''Mario'' fighter to have an English voice actor, as well as the only fighter in general (barring the characters in the [[Star Fox Smash Taunt]]) to have voice actors in multiple languages. | ||
*When a CPU Jigglypuff is knocked off the stage and its float | *When a CPU Jigglypuff is knocked off the stage and its float is not enough to bring it back, it will use [[Sing]] and fall off the stage, because most characters are coded to use their up special as a recovery jump. | ||
==External links== | ==External links== |