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Editing Jigglypuff (SSBM)

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|game=SSBM
|game=SSBM
|neutralcount=2
|neutralcount=2
|neutralname=Left Jab ({{ja|左たたき|Hidari Tataki}}, ''Left Thrash'')<br>Right Jab ({{ja|右たたき|Migi Tataki}}, ''Right Thrash'')
|neutralname=Left Jab ({{ja|左たたき|Hidari Tataki}}, ''Left Hit'') / Right Jab ({{ja|右たたき|Migi Tataki}}, ''Right Hit'')
|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=Rolling Kick ({{ja|まわしげり|Mawashi Geri}}, ''Roundhouse Kick'')
|ftiltname=Rolling Kick ({{ja|まわしげり|Mawashigeri}}, ''Roundhouse Kick'')
|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=Back Kick ({{ja|うしろあしげり|Ushiro Ashigeri}}, ''Back Leg Kick'')
|utiltname=Back Kick ({{ja|うしろあしげり|Ushiro Ashigeri}})
|utiltdmg=9% (clean), 8% (late)
|utiltdmg=9% (clean), 8% (late)
|utiltdesc=Extends its foot upwards quickly. Relatively good for combos, being able to chain into itself at lower percentages, and is a great setup for an aerial attack at higher percentages.
|utiltdesc=Extends its foot upwards quickly. Relatively good for combos, being able to chain into itself at lower percentages, and is a great setup for an aerial attack at higher percentages.
|dtiltname=Trip ({{ja|あしばらい|Ashibarai}}, ''Leg Sweep'')
|dtiltname=Trip ({{ja|あしばらい|Ashi Barai}}, ''Foot Sweep'')
|dtiltdmg=10%
|dtiltdmg=10%
|dtiltdesc=Quickly extends its foot downwards.
|dtiltdesc=Quickly extends its foot downwards.
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|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=Lunge Kick ({{ja|とびこみげり|Tobikomi Geri}}, ''Plunge-In Kick)
|fsmashname=Lunge Kick ({{ja|とびこみげり|Tobikomi Geri}})
|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.
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|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=Jiggly Split ({{ja|りょうあしげり|Ryōashi Geri}}, ''Both-Feet Kick'')
|dsmashname=Jiggly Split ({{ja|りょうあしげり|Ryō Ashigeri}}, ''Double-Footed Kick'')
|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=Jigglypuff Kick ({{ja|プリンキック|Purin Kikku}}, ''Purin Kick'')
|nairname=Jigglypuff Kick ({{ja|プリンキック|Purin Kikku}})
|nairdmg=12% (clean), 9% (late)
|nairdmg=12% (clean), 9% (late)
|nairdesc=Squishes itself and extends its feet. Decent spacing move, and has [[sex kick]] properties. Can be good for [[edgeguarding]].
|nairdesc=Squishes itself and extends its feet. Decent spacing move, and has [[sex kick]] properties. Can be good for [[edgeguarding]].
|fairname=Drop Kick ({{ja|まえげり|Maegeri}}, ''Front Kick'')
|fairname=Drop Kick ({{ja|まえげり|Mae Geri}}, ''Front Kick'')
|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=Spinning Back Kick ({{ja|うしろげり|Ushiro Geri}}, ''Back Kick'')
|bairname=Spinning Back Kick ({{ja|うしろげり|Ushiro Geri}})
|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.
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|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=Spinning Kick ({{ja|かいてんげり|Kaiten Geri}}, ''Rotating Kick'')
|dairname=Spinning Kick ({{ja|かいてんげり|Kaiten Geri}})
|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. If landed at high percents, it may send opponents into a somewhat "stationary tumble," meaning it leaves the opponent in place with large hitstun and an animation of them as if they were launched by a strong move, which can lead to grab or an up smash. Deals 16% damage total if all hits connect.
|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. If landed at high percents, it may send opponents into a somewhat "stationary tumble," meaning it leaves the opponent in place with large hitstun and an animation of them as if they were launched by a strong move, which can lead to grab or an up smash. Deals 16% damage total if all hits connect.
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|bthrowdmg=10%
|bthrowdmg=10%
|bthrowdesc=Similar to Kirby's, takes foe and throws them behind while going on its back. A very good and reliable option for forcing opponents offstage, setting up an edgeguard.
|bthrowdesc=Similar to Kirby's, takes foe and throws them behind while going on its back. A very good and reliable option for forcing opponents offstage, setting up an edgeguard.
|uthrowname=Puff Launch ({{ja|たつまきなげ|Tatsumaki Nage}}, ''Tornado Throw'')
|uthrowname=Puff Launch ({{ja|たつまきなげ|Tatsumaki-Nage}}, ''Tornado Throw'')
|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=Grinder ({{ja|ぐりぐり|Guriguri}}, ''Grinding Grinding'')
|dthrowname=Grinder ({{ja|ぐりぐり|Guriguri}})
|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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===[[Crowd cheer]]===
===[[Crowd cheer]]===
{| class="wikitable"
{{Crowd
|-
|char=Jigglypuff
!{{{name|}}}
|char-jp=Purin
!Cheer (English/Italian/Spanish)
|game=Melee
!Cheer (Japanese)
|cheer-jp=Purin JP Crowd chant.ogg
!Cheer (German/French)
|desc-us=Jig-gly-puff!
|-
|desc-jp=Pur-iin!
! scope="row"|Cheer
|pitch-us=Male
|[[File:Jigglypuff Cheer English, Italian, & Spanish SSBM.ogg|center]]||[[File:Jigglypuff Cheer Japanese SSBM.ogg|center]]||[[File:Jigglypuff Cheer German & French SSBM.ogg|center]]
|pitch-jp=Male}}
|-
! scope="row"|Description
|Jig - gly - puff! || Pu - ri - n! || Go! Go! *claps 3 times*
|}


===[[Victory pose]]s===
===[[Victory pose]]s===
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However, most members of the ''Melee'' community do not support a Jigglypuff ban. They argue that Hungrybox's success in tournaments is due to his skill as a player, rather than Jigglypuff being a broken character. They also cite the relative lack of top Jigglypuff players as evidence of Hungrybox's exceptional success with the character, and that if Jigglypuff was truly broken, competitive ''Melee'' players would still play it regardless if it was "boring," as evidenced by the numerous {{SSBM|Ice Climbers}} who used [[wobbling]] in tournaments, despite vocally being against the technique from a game design standpoint. They argue that Jigglypuff does not hurt the scene or turn off spectators from watching tournaments, pointing to the fact that ''Melee'' tournaments have seen an increase in both attendance and viewership since 2015, and that Hungrybox's dominance with Jigglypuff is no worse than the historical dominance of other players' characters, such as Armada's {{SSBM|Peach}}. Opponents of a ban argue that removing Jigglypuff from tournaments would unfairly target Hungrybox, and that other top players should adopt a more patient playstyle in order to beat him.
However, most members of the ''Melee'' community do not support a Jigglypuff ban. They argue that Hungrybox's success in tournaments is due to his skill as a player, rather than Jigglypuff being a broken character. They also cite the relative lack of top Jigglypuff players as evidence of Hungrybox's exceptional success with the character, and that if Jigglypuff was truly broken, competitive ''Melee'' players would still play it regardless if it was "boring," as evidenced by the numerous {{SSBM|Ice Climbers}} who used [[wobbling]] in tournaments, despite vocally being against the technique from a game design standpoint. They argue that Jigglypuff does not hurt the scene or turn off spectators from watching tournaments, pointing to the fact that ''Melee'' tournaments have seen an increase in both attendance and viewership since 2015, and that Hungrybox's dominance with Jigglypuff is no worse than the historical dominance of other players' characters, such as Armada's {{SSBM|Peach}}. Opponents of a ban argue that removing Jigglypuff from tournaments would unfairly target Hungrybox, and that other top players should adopt a more patient playstyle in order to beat him.
Ultimately, despite Jigglypuff's divisive playstyle, no notable ban has occurred at a national level, and it has remained unbanned at all majors to date. As such, the ban discussion has largely settled.
====PAL viability====
====PAL viability====
Jigglypuff itself is unchanged from the NTSC version. It can now take damage from {{SSBM|Bowser}}'s down throw due to the changes in the throw's properties, but this is not any sort of meaningful nerf, due to both Bowser being a rarity in competitive play and the throw not being any good in the first place. However, Jigglypuff benefits indirectly from the nerfs to other top-tiered characters, who either have weakened KO options ({{SSBM|Sheik}}), have decreased aerial drift ({{SSBM|Marth}}) or recovery distance, or a combination of the three ({{SSBM|Fox}}). On the [[PAL tier list]], last updated in 2015, Jigglypuff ranks 4th, a slight improvement over its ranking on NTSC tier list iterations from that time period, when it ranked 5th; however, metagame development in the NTSC versions since then have propelled Jigglypuff to 3rd place on its [[List of SSBM tier lists (NTSC)#Thirteenth tier list (March 29th, 2021)|tier list]], and it's a common opinion nowadays that Jigglypuff is actually the best character in the PAL version. Jigglypuff's tournament representation in PAL is roughly the same as in NTSC despite this, with only a handful of top Jigglypuff mains (notably {{Sm|Hack}} and {{Sm|Tekk}}) and a small pool of lower-leveled ones, though the few that play the character at the highest levels of play place well with it.
Jigglypuff itself is unchanged from the NTSC version. It can now take damage from {{SSBM|Bowser}}'s down throw due to the changes in the throw's properties, but this is not any sort of meaningful nerf, due to both Bowser being a rarity in competitive play and the throw not being any good in the first place. However, Jigglypuff benefits indirectly from the nerfs to other top-tiered characters, who either have weakened KO options ({{SSBM|Sheik}}), have decreased aerial drift ({{SSBM|Marth}}) or recovery distance, or a combination of the three ({{SSBM|Fox}}). On the [[PAL tier list]], last updated in 2015, Jigglypuff ranks 4th, a slight improvement over its ranking on NTSC tier list iterations from that time period, when it ranked 5th; however, metagame development in the NTSC versions since then have propelled Jigglypuff to 3rd place on its [[List of SSBM tier lists (NTSC)#Thirteenth tier list (March 29th, 2021)|tier list]], and it's a common opinion nowadays that Jigglypuff is actually the best character in the PAL version. Jigglypuff's tournament representation in PAL is roughly the same as in NTSC despite this, with only a handful of top Jigglypuff mains (notably {{Sm|Hack}} and {{Sm|Tekk}}) and a small pool of lower-leveled ones, though the few that play the character at the highest levels of play place well with it.
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==[[Trophies]]==
==[[Trophies]]==
In addition to the normal trophy about Jigglypuff as a character unlocked by completing {{SSBM|Classic Mode}} as Jigglypuff on any difficulty, there are two trophies about it as a fighter, unlocked by completing {{SSBM|Adventure Mode}} and [[All-Star Mode]] respectively as Jigglypuff on any difficulty. Each of the trophies can also be unlocked by playing 100, 200, and 300 versus matches respectively as Jigglypuff:
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

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