Editing Jigglypuff (SSBM)
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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. This is a large improvement from its 6th place ranking in ''Smash 64'' and making 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 | Jigglypuff currently ranks 3rd in the ''Melee'' [[tier list]], placing it in the S tier. This is a large improvement from its 6th place ranking in ''Smash 64'' and making 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== | ||
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When transitioning from ''Smash 64'' to ''Melee'', Jigglypuff has been greatly buffed, 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. | When transitioning from ''Smash 64'' to ''Melee'', Jigglypuff has been greatly buffed, 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 [[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}}. | 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}}. | ||
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**{{nerf|Down aerial has much more landing lag even when L-cancelled (8 frames → 30) and now lacks a landing hitbox; making the move much riskier to land with.}} | **{{nerf|Down aerial has much more landing lag even when L-cancelled (8 frames → 30) and now lacks a landing hitbox; making the move much riskier to land with.}} | ||
=== | ===Grab and throws=== | ||
*[[Grab]]s: | *[[Grab]]s: | ||
**{{buff|As with all other veterans, Jigglypuff has been given | **{{buff|As with all other veterans, Jigglypuff has been given a [[up throw]], a [[down throw]], and a [[pummel]], improving its grab options.}} | ||
**{{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]]: | ||
**{{change|Jigglypuff has a new forward throw: It 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.}} | **{{change|Jigglypuff has a new forward throw: It 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]]: | ||
**{{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).}} | ||
**{{change|Back throw is now weight dependent.}} | **{{change|Back throw is now weight dependent.}} | ||
**{{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]]: | ||
**{{change|Jigglypuff's previous forward throw is now its up throw.}} | **{{change|Jigglypuff's previous forward throw is now 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.}} | ||
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**{{change|Up throw is now weight dependent.}} | **{{change|Up throw is now weight dependent.}} | ||
***{{nerf|This further worsens its combo potential against heavier characters.}} | ***{{nerf|This further worsens its combo potential against heavier characters.}} | ||
***{{buff|However, this reduces the throw's ending lag against lighter characters. When combined with the universally increased falling speeds and the drastic buffs to [[Rest]], this | ***{{buff|However, this reduces the throw's ending lag against lighter characters. When combined with the universally increased falling speeds and the drastic buffs to [[Rest]], this provides Jigglypuff with a powerful technique known as the [[space animal slayer]] on Fox and Falco.}} | ||
===Special moves=== | ===Special moves=== | ||
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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=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| | |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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|djump = ? | |djump = ? | ||
|rdjump = ? | |rdjump = ? | ||
}} | }} | ||
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===[[Crowd cheer]]=== | ===[[Crowd cheer]]=== | ||
{| | {{Crowd | ||
|- | |char=Jigglypuff | ||
|char-jp=Purin | |||
|game=Melee | |||
|cheer-jp=Purin JP Crowd chant.ogg | |||
|desc-us=Jig-gly-puff! | |||
|- | |desc-jp=Pur-iin! | ||
|pitch-us=Male | |||
|pitch-jp=Male}} | |||
|- | |||
|} | |||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
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*'''[[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]]. | ||
=== | ===Ending images=== | ||
<gallery> | <gallery> | ||
JigglypuffClassicMode.jpg|Classic Mode | JigglypuffClassicMode.jpg|Classic Mode | ||
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==[[Trophies]]== | ==[[Trophies]]== | ||
In addition to the normal trophy about Jigglypuff as a character | In addition to the normal trophy about Jigglypuff as a character, there are two trophies about it as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Jigglypuff on any difficulty: | ||
{{Trophy/Fighter | {{Trophy/Fighter |