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'''Jigglypuff''' ({{ja|プリン|Purin}}'', Purin'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was revealed alongside the fellow ''Pokémon'' fighter {{SSBU|Pichu}} and the rest of [[veteran]]s on June 12th, 2018. Like in games prior to {{forwiiu}}, Jigglypuff is [[unlockable character|unlockable]], instead of being available from the [[starter character|start]]. Jigglypuff is classified as [[Fighter number|Fighter #12]], the last fighter number of the ''[[SSB]]'' [[veteran]]s. | |||
'''Jigglypuff''' ({{ja|プリン|Purin}}'', Purin'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. It was revealed alongside the fellow ''Pokémon'' fighter {{SSBU|Pichu}} and the rest of [[veteran]]s on June 12th, 2018. Like in | |||
{{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was | As in ''[[Melee]]'', ''[[Brawl]]'', and ''[[Smash 4]]'', {{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was repurposed for the English version of ''Ultimate'', in place of {{s|wikipedia|Michele Knotz}}, who currently voices it in the ''Pokémon anime''. {{s|wikipedia|Mika Kanai}}, Jigglypuff's voice actress from all previous ''Smash'' games and the ''Pokémon'' anime, reprises her role in the Japanese version, with new voice clips. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from ''Brawl'' were repurposed for the French and German versions. | ||
==How to unlock== | ==How to unlock== | ||
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==Attributes== | ==Attributes== | ||
Jigglypuff is a character of extremes, as evident with its attributes: it has the 2nd fastest [[air speed]], the highest [[air acceleration]], the slowest [[falling speed]], and the lowest [[gravity]]. These attributes make Jigglypuff a very mobile character in the air. However, it also has the 3rd slowest [[walk]] and [[run speed]], the 6th slowest initial-dash, the 2nd lowest [[weight]] and [[jump]] force, and the 7th lowest [[traction]]. Collectively, these attributes render Jigglypuff unable to quickly traverse the stage on foot without relying on [[foxtrot]]ting, and susceptible to early KOs. To make up for its low jumping force, however, it has five [[midair jump]]s, which further enhance its aerial evasiveness. Its combination of light weight and floatiness results in Jigglypuff being fairly difficult to combo compared to most other characters as well, but conversely makes it fairly difficult for it to land. | |||
Jigglypuff is a character of extremes, as evident with its attributes: it has the 2nd fastest [[air speed]], the highest [[air acceleration]], the slowest [[falling speed]], and the lowest [[gravity]]. These attributes make Jigglypuff a very mobile character in the air. However, it also has the 3rd slowest [[walk]] and [[run speed]], the 6th slowest initial-dash, the 2nd lowest [[weight]] and [[jump]] force, and the 7th lowest [[traction]]. Collectively, these attributes render Jigglypuff unable to quickly traverse the stage on foot without relying on [[foxtrot]]ting, and susceptible to early KOs. To make up for its low jumping force, however, it has five [[midair jump]]s, which further enhance its aerial evasiveness. Its combination of light weight and floatiness results in Jigglypuff being fairly difficult to combo compared to most other characters, but conversely makes it fairly difficult for it to land | |||
Jigglypuff's | Jigglypuff's main strength is its formidable air game. Excluding back aerial, all of its aerial attacks have lingering hitboxes and, in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air, as opponents will most likely collide within an attack's final frames if they attempt to challenge her moves. All of its aerials, aside from up aerial, also have enough range to be [[spacing|spaced]] effectively thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and a fairly strong [[sex kick]], even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good [[out of shield]] or approach option, and its long duration allows it to break combos quite effectively. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can easily force opponents off-stage, and is the main component of the [[wall of pain]] technique: once an opponent is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size; similarly to {{SSBU|Marth}}, {{SSBU|Roy}}, {{SSBU|Lucina}}, and {{SSBU|Chrom}}, the move also has the interesting trait of completely turning Jigglypuff around after its use. It is also safe on shield due to its high damage output and above-average hitlag, though it is also Jigglypuff's slowest aerial, making it a bit predictable. Up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with [[juggling]], and it is also a situational finisher near the upper blast line that combos into most of her toolkit if used while landing. Lastly, down aerial can be used as a highly damaging out of shield option, a combo tool, and a pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves. As well, landing with it can lead into various other moves, especially up tilt and [[Rest]], which allows Jigglypuff to take stocks incredibly early. | ||
Jigglypuff's unmatched floatiness, exceptional air speed, multiple jumps, and strong air game give it a tremendous off-stage presence. Due to lacking a traditional [[recovery]] move, its recovery is fairly susceptible to gimping if she has used her jumps, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to disorient opponents that attempt to [[edgeguard]] it. With the aid of [[Pound]], it can also stall its recovery and protect its landing. Jigglypuff is infamously fearsome at edgeguarding: with proper spacing and good timing, it can gimp even the farthest distanced recoveries without being put at risk; {{SSBU|Cloud}}, Chrom, {{SSBU|Ganondorf}}, {{SSBU|Dr. Mario}}, {{SSBU|Little Mac}}, and {{SSBU|Min Min}} are perhaps the most susceptible to its edgeguarding, as their recoveries lack both speed and resilience, while the latter four performances against Jigglypuff revolve around maintaining stage control most of the time. | |||
Jigglypuff | Finally, Jigglypuff has a trump card in Rest, its signature move; it has powerful vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters at as early as 50%. It hits on frame 2 with a [[flower]] effect and has full [[intangibility]] until Jigglypuff closes its eyes. In addition to being an incredible [[punishment]] option, the threat of Rest forces opponents to be very careful when using laggy moves, especially due to Jigglypuff's ability to perform an occasionally situational true combo into it. One of the best ways to confirm a Rest is with forward aerial: hitting with the move's final frames will lead into an unavoidable Rest, which becomes even more potent if used in the air or with high [[rage]]. Depending on the opponent's falling speed, a jump may be necessary to reach them. Another reliable way to confirm one is by landing with up aerial: should Jigglypuff land immediately after hitting the opponent, Rest can be landed without fail. This combo works optimally on platforms due to its limited percentage range and its ability to KO as early as 30%. | ||
Other methods of safely using Rest involve [[crouching]], [[buffering]], a [[footstool jump]], a [[jab reset]], or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest | Up tilt can also combo into Rest on its own or after a landing down aerial, which can be used to rack up at least 30% and potentially KO as well (especially on platforms), but opponents may be launched too far away past low percentages. Lastly, retreating with down aerial can also work, but aside from being the hardest to perform, it is also the least likely to succeed. Other methods of safely using Rest involve [[crouching]], [[buffering]], a [[footstool jump]], a [[jab reset]], or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest has extremely slow [[interruptibility]], making it very easy to punish if whiffed, though Jigglypuff can skip some of the move's ending lag if it is successfully landed. | ||
However, Jigglypuff is held back by numerous weaknesses. The most detrimental is its survivability: Jigglypuff's stats result in it having among the worst endurance out of any character in the game. As a result, it can be knocked out as early as 30% with a sufficiently strong attack. Rage is an additional burden, since opponents can send it flying even earlier with it while Jigglypuff will generally not survive long enough to reap the benefits of rage itself. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff's [[shield jump]] launches it upward with enough force to KO it even from the very bottom of [[Palutena's Temple]]. This makes shielding notably risky at low percentages, as the possibly survivable punishes normally received after a shield break are replaced by a guaranteed KO that can only be stopped by a ceiling. | |||
Furthermore, Jigglypuff has a very problematic ground game. | Furthermore, Jigglypuff has a very problematic ground game. While most of its ground moves are fast in proportion to their power, its lack of range and slow grounded approach prevent it from racking up large amounts of damage with the majority of said moves. This is worsened when considering the utility of its grounded attacks: neutral attack's incredible speed can lead into additional follow-ups, dash attack can KO at unusually low percentages, forward tilt is fast and highly damaging, up tilt is an effective combo tool and has considerable KO power to boot, and down tilt is a [[semi-spike]] with high base knockback that can easily gimp many recoveries. As for its smash attacks, forward smash has surprisingly high knockback scaling, while down smash has intangibility and the lowest launch angle of any other conventional semi-spike. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game and a decently damaging set of throws, the former have very short range and the latter lack any follow-ups or KO potential, with its strongest throw, up throw, not being able to KO reliably even well beyond 200%. This also results in Jigglypuff being easily kept at bay by shields without the usage of Pound's high [[shield damage]]. | ||
Jigglypuff's approach, despite being good in the air, is | Jigglypuff's approach, despite being good in the air, is overall predictable. Most of the time, Jigglypuff is forced to remain close to the opponent, read their option in order to approach, or bait it in order to make its move. Its aerial moves are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration and ineffective sourspots, despite its relatively low cooldown. Coupled with the overall short range on its attacks, it has notoriously difficult matchups against characters with large disjoints like {{SSBU|Ike}}, {{SSBU|Lucina}}, and {{SSBU|Shulk}}. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in ''Ultimate'', its ground movement is one of the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other [[Weight|lightweight]] characters can, and in turn makes it very troubling on the offensive side of battle should it be versing speedy characters, such as {{SSBU|Fox}} and {{SSBU|Sonic}}. Finally, due to it's reliance on taking stocks with an edgeguard or a Rest setup, it can sometimes struggle to take stocks without commiting with one strong attack, especially against {{SSBU|Yoshi}}. | ||
Overall, Jigglypuff is an air-based glass cannon that can quickly rack up damage or KO opponents, but | Overall, Jigglypuff is an air-based glass cannon that can quickly rack up damage or KO opponents, but can be KOed in turn just as quickly. Its strengths are on par with its weaknesses, and while it has lower representation than most other characters due to the aforementioned weaknesses, it has received somewhat reasonable results from players such as {{Sm|Arika}} and {{Sm|BassMage}}. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Jigglypuff was infamous for being one of the worst characters in the two previous games, due to its high amount of weaknesses, such as being the lightest and floatiest character (which gives it among the shortest-lived, yet worst disadvantage states), having a predictable and linear approach, its short range, lack of projectile, and being prone to projectile and mobility camping. These issues were made much more apparent in ''SSB4'', due to the game's polarized balance and universal mechanics adversely working against Jigglypuff, the most notable being [[rage]] and [[ledge trump]]ing. Most likely owing to its consistently poorly regarded status, Jigglypuff has been noticeably buffed in the transition to ''Ultimate''. | |||
Jigglypuff was infamous for being one of the worst characters in | |||
Jigglypuff's most notable direct changes are to its aerial attacks and its special moveset. Like with most other veterans, Jigglypuff's aerial attacks have greatly reduced landing lag, which when combined with its faster air speed | Jigglypuff's most notable direct changes are to its aerial attacks and its special moveset. Like with most other veterans, Jigglypuff's aerial attacks have greatly reduced landing lag, which when combined with its faster air speed allows Jigglypuff to more easily string its aerial attacks into one another, once again significantly strengthening some of its lost combo game from ''Melee''. In addition, [[Pound]] has less ending lag than in ''SSB4'', giving it combo potential as well as helping with vertical recovery; [[Rest]] is now interruptible significantly earlier, being 20 frames faster than previous games, and an additional 25 frames earlier if it connects; and [[Sing]] is notably faster with more range, along with its sleep time being increased, making it a viable tool for the first time in the series, although it still remains risky and easily punishable if not used in specific setups. | ||
Jigglypuff also significantly benefits from | Jigglypuff also significantly benefits from a few of the reworked game mechanics in ''Ultimate''. The changes to [[air dodge]]s and the reduction of [[edge]] sizes on most stages have virtually restored Jigglypuff's strong edgeguarding capabilities, exponentially improving its already large offstage presence when combined with its improved aerial kit and mobility, which allows Jigglypuff to perform techniques like its renowned [[Wall of Pain]] more effectively. The reintroduction of directional air dodges also grants Jigglypuff an additional recovery option, improving its offstage survivability. In addition, Jigglypuff arguably benefits the most from the weakening of the [[rage]] mechanic, which slightly improves its otherwise abysmal endurance. | ||
However, Jigglypuff is not without some minor nerfs. | However, Jigglypuff is not without some minor nerfs. Although Jigglypuff did gain a more useful forward throw, its already bad grab game was made worse, as its grabs, while among the fastest, were made slightly more laggy, along with its up throw doing less damage. However, buffs Jigglypuff received later in game significantly improved its grabs. Pound's recovery potential was also nerfed, as Jigglypuff will no longer immediately accelerate in the air during its startup, making consecutive usage of the move a less effective recovery tactic. | ||
Although Jigglypuff | Although Jigglypuff does benefit from the aerial-based changes to gameplay mechanics for ''Ultimate'', some of the other gameplay changes have also hurt Jigglypuff. While the changes to air dodges overall benefit it, they also make Jigglypuff more vulnerable in the air, as they render it even more susceptible to [[juggling]] and now force it to mix up its recovery (though the latter point is slightly counterbalanced by the reintroduction of directional air dodging). In addition, the changes to [[jostle|jostling]] mechanics make Jigglypuff unable to pass through other fighters while running, making Rest much harder to land via running into opponents. Of note is that many of Jigglypuff's primary flaws that have plagued it in previous games are still present in ''Ultimate'', such as a ludicrously low endurance (and being instantly KO'd if its shield is broken), and highly polarized neutral game as a result of its poor ground mobility and limited ground game, its short range, no projectile, and highly limited grab game. ''Ultimate'' also includes many more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against. | ||
Overall, Jigglypuff's buffs heavily outweigh its nerfs, and in result, it is significantly more effective than in ''Brawl'' and ''SSB4'', becoming once again a proper "glass cannon". Jigglypuff has also received some very notable buffs in game updates; improving its viability in competitive play dramatically. However, Jigglypuff still notably falls behind when compared to its appearance in ''Melee'', as its positive traits, while notably improved, are still not nearly as strong as in said game, while its drawbacks still remain intact from previous appearances. Jigglypuff's perception within the community is much better compared to ''SSB4'': while Jigglypuff's tournament representation in ''Ultimate'' still remains small, it is agreed to no longer be one of the worst characters in the game, and it has achieved some success thanks to players such as {{Sm|Arika}}, {{Sm|Senra}}, {{Sm|Cannon Red}}, and most notably, {{Sm|BassMage}}. This has led to many professional players to consider Jigglypuff to be a mid-tier character, although whether or not it has room to rise remains to be seen. In the end, Jigglypuff's competitive viability remains a high topic of debate. | |||
{{SSB4 to SSBU changelist|char=Jigglypuff}} | {{SSB4 to SSBU changelist|char=Jigglypuff}} | ||
==Update history== | ==Update history== | ||
Jigglypuff has been buffed significantly by game updates. Update 2.0.0 granted minor lag reductions to its forward tilt and back aerial, more knockback to down tilt, more damage to up smash's sourpot, and a more favorable launching angle to forward throw. Jigglypuff received more substantial buffs from update 6.0.0. Its air dodges had their ending lag noticeably decreased, which makes them safer and improves Jigglypuff's recovery and defense. Forward throw's launching angle was lowered once again, which further improved it as a setup for edge guards. The most notable buffs, however, were down aerial's decreased vulnerability and [[Pound]]'s increased hitstun, both of which improve Jigglypuff's combo game and even allow for new KO confirm setups into [[Rest]]. | |||
Jigglypuff has been buffed significantly by game updates. Update 2.0.0 granted minor lag reductions to its forward tilt and back aerial, more knockback to down tilt, more damage to up smash's | |||
After many inconsequential patches, Jigglypuff was buffed once again in update 13.0.0. Back air and the second hit of neutral attack had their endlag decreased, along with decreasing the former's landing lag, improving their safety and combo potential. Down throw had its knockback decreased, giving it combo potential on the biggest of characters at very low percents. The decreased ending lag on its jab notably turned it in a reliable combo tool, granting Jigglypuff access to a "jair" (jab 2 to back aerial) kill confirm | After many inconsequential patches, Jigglypuff was buffed once again in update 13.0.0. Back air and the second hit of neutral attack had their endlag decreased, along with decreasing the former's landing lag, improving their safety and combo potential. Down throw had its knockback decreased, giving it combo potential on the biggest of characters at very low percents. The decreased ending lag on its jab notably turned it in a reliable combo tool, granting Jigglypuff access to a "jair" (jab 2 to back aerial) kill confirm reminescent of {{SSBU|Roy}}'s similar combo. | ||
Some top players agree that the buffs have strengthened Jigglypuff's punish game, with players such as {{Sm|Hungrybox}} expressing more interest in the character and playing the game more competitively due to these buffs. | Some top players agree that the buffs have strengthened Jigglypuff's punish game, with players such as {{Sm|Hungrybox}} expressing more interest in the character and playing the game more competitively due to these buffs. | ||
Overall, Jigglypuff stands far better than it was at release, going from a bottom 10 character to a solid mid-tier character. | Overall, Jigglypuff stands far better than it was at release, going from a bottom 10 character to a solid mid-tier character. | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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==Moveset== | ==Moveset== | ||
*Jigglypuff can perform [[Double jump#Multiple double jumps|5 double jumps]] | *Jigglypuff can perform [[Double jump#Multiple double jumps|5 double jumps]]. | ||
*If Jigglypuff's shield breaks, it immediately ascends to the top blast zone and gets knocked out if there's no ceiling to stop it. | *If Jigglypuff's shield breaks, it immediately ascends to the top blast zone and gets knocked out if there's no ceiling to stop it. | ||
''For a gallery of Jigglypuff's hitboxes, see [[Jigglypuff (SSBU)/Hitboxes|here]].'' | ''For a gallery of Jigglypuff's hitboxes, see [[Jigglypuff (SSBU)/Hitboxes|here]].'' | ||
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|game=SSBU | |game=SSBU | ||
|neutralcount=2 | |neutralcount=2 | ||
|neutralname=Jab ({{ja|たたき|Tataki}}) / Continuous Jab ({{ja|つづけてたたき| | |neutralname=Jab ({{ja|たたき|Tataki}}) / Continuous Jab ({{ja|つづけてたたき|Tsudukete Tataki}}) | ||
|neutral1dmg=3% | |neutral1dmg=3% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
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|pummelname=Grab Kick ({{ja|つかみキック|Tsukami Kikku}}) | |pummelname=Grab Kick ({{ja|つかみキック|Tsukami Kikku}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Kicks the opponent | |pummeldesc=Kicks the opponent. | ||
|fthrowname=Bumper ({{ja|バンパー|Banpā}}) | |fthrowname=Bumper ({{ja|バンパー|Banpā}}) | ||
|fthrowdmg=5% (hit 1), 5% (throw) | |fthrowdmg=5% (hit 1), 5% (throw) | ||
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|edgedesc= Performs a flipping kick while climbing up the stage. | |edgedesc= Performs a flipping kick while climbing up the stage. | ||
|nsname=Rollout | |nsname=Rollout | ||
|nsdmg=10% (minimally charged), 20% (fully charged | |nsdmg=10% (minimally charged), 20% (fully charged) | ||
|nsdesc=[[bulbapedia:Rollout (move)|Rolls forward to slam into the opponent]]. Its power, range, and speed can be increased by holding the special button. It cannot be held indefinitely, however, and will automatically release a little bit after it reaches max charge. When fully charged, it does quite a bit of shield damage. If not charged until Jigglypuff glows, it will harmlessly roll once. On the ground, Rollout's direction can be changed mid-roll, which deals no damage until the turn is complete; in the air, pressing left or right will alter Jigglypuff's roll speed. When Rollout is fully charged, Jigglypuff will voice its name and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else, apart from shifting its direction, until it lands or is hit. It can, however, control its direction during the rebound. This makes Rollout dangerous to use off-stage or at an edge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the lower blast line. It can grab edges during the rebound, but it's still unsafe, especially if Rollout is perfect shielded. | |nsdesc=[[bulbapedia:Rollout (move)|Rolls forward to slam into the opponent]]. Its power, range, and speed can be increased by holding the special button. It cannot be held indefinitely, however, and will automatically release a little bit after it reaches max charge. When fully charged, it does quite a bit of shield damage. If not charged until Jigglypuff glows, it will harmlessly roll once. On the ground, Rollout's direction can be changed mid-roll, which deals no damage until the turn is complete; in the air, pressing left or right will alter Jigglypuff's roll speed. When Rollout is fully charged, Jigglypuff will voice its name and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else, apart from shifting its direction, until it lands or is hit. It can, however, control its direction during the rebound. This makes Rollout dangerous to use off-stage or at an edge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the lower blast line. It can grab edges during the rebound, but it's still unsafe, especially if Rollout is perfect shielded. | ||
|ssname=Pound | |ssname=Pound | ||
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|fsdmg=10% (hit 1), 25% (hit 2) | |fsdmg=10% (hit 1), 25% (hit 2) | ||
|fsdesc=Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before "popping" and quickly deflating back to its normal size. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape. There are two hitboxes, with the second one dealing more damage and knockback than the first. | |fsdesc=Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before "popping" and quickly deflating back to its normal size. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape. There are two hitboxes, with the second one dealing more damage and knockback than the first. | ||
}} | }} | ||
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*Looks at its side while jumping. | *Looks at its side while jumping. | ||
<gallery> | <gallery> | ||
SSBUJigglypuffIdle1.gif|Jigglypuff's idle pose | SSBUJigglypuffIdle1.gif|Jigglypuff's idle pose | ||
</gallery> | </gallery> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
During the early metagame, opinions on Jigglypuff's viability were rather low, with most top players, including {{Sm|Marss}}, {{Sm|Dabuz}}, and {{Sm|Zackray}}, considering the character to be low-tier at best, because, although Jigglypuff moderately improved in its transition from ''SSB4'', it still held exploitable weaknesses carried over from the previous game, with some players arguing that its matchup spread, neutral game, and KO options remained poor. Despite receiving buffs in patch 6.0.0, the efforts of players such as {{Sm|Arika}} and {{Sm|BassMage}}, and positive opinions from players such as {{Sm|MkLeo}}, {{Sm|ESAM}}, and {{Sm|Maister}}, Jigglypuff saw low representation and a slow-developing metagame both offline and online compared to other low-tier characters. | |||
Following the return of offline events, however, there has been a Jigglypuff renaissance thanks to improving results from several Jigglypuff players such as Arika, BassMage, and [[Cannon Red]]. BassMage began traveling more often, and has not only placed highly at major tournaments placing top 8 at [[Ultimate WANTED 4]], but has defeated and went neck-to-neck with several top players as well. The improved results, along with additional buffs, helped the character's perception shift in a positive direction. Due to its steadily improving results, numerous buffs, and widespread representation, Jigglypuff is generally considered a mid-tier character, although its exact placement is still up for debate. Nevertheless, most people agree that Jigglypuff is far superior to its iteration in ''SSB4'', where it was considered the worst character in the game for most of the game's lifespan. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also: [[:Category:Jigglypuff | ''See also: [[:Category:Jigglypuff professionals (SSBU)]]'' | ||
*{{Sm|Arika|Japan}} - One of the | *{{Sm|Arika|Japan}} - One of the best Jigglypuff players in the world. Placed 9th at both {{Trn|Karisuma SP 5}} and {{Trn|TSC 13}}, 17th at both {{Trn|Karisuma SP 3}} and {{Trn|Kagaribi}}, and 25th at {{Trn|Umebura SP 4}} with wins over players such as {{Sm|T}}, {{Sm|Kirihara}} and {{Sm|HIKARU}}. | ||
*{{Sm|BassMage|USA}} - The best Jigglypuff player in the world. Placed 7th at {{Trn|Ascension VIII}} and {{Trn|Smash Ultimate Summit 4}}, 9th at {{Trn|Port Priority 6}}, 13th at {{Trn|Low Tide City 2021}}, and 7th at {{Trn|Ultimate WANTED 4}}, with wins over players such as {{Sm|Glutonny}}, {{Sm|Kola}}, {{Sm|Atelier}}, and {{Sm|Chag}}. Currently ranked 1st on the [[Arizona Power Rankings]]. Online, placed 5th at {{Trn|SWT: NA Southwest Ultimate Online Qualifier}} and 7th at {{Trn|Frame Perfect Series 5: ONLINE}}. | |||
*{{Sm| | *{{Sm|Cannon Red|USA}} - Placed 7th at {{Trn|Ultimatum 2}}, 13th at {{Trn|Super Smash Fight Club 2|Ultimate}}, and 17th at {{Trn|River Rumble}} with wins over players such as {{Sm|Lima}} and {{Sm|MVD}}. Currently ranked 1st on the [[Oklahoma Power Rankings]]. | ||
=={{SSBU|Classic Mode}}: All Original, All 64== | =={{SSBU|Classic Mode}}: All Original, All 64== | ||
[[File:SSBU Congratulations Jigglypuff.png|thumb|Jigglypuff's congratulations screen.]] | [[File:SSBU Congratulations Jigglypuff.png|thumb|Jigglypuff's congratulations screen.]] | ||
True to its route's title, Jigglypuff's opponents are the "[[List of Super Smash Bros. series characters#"Perfect-attendance crew"|perfect-attendance crew]]", including itself. Each Round also involves both a stage and a music track that debuted in the original ''[[Super Smash Bros.]]'' The order of the Rounds begins with {{SSBU|Link}} as the first opponent, just like in the [[1P Game]] of ''SSB'' | True to its route's title, Jigglypuff's opponents are the "[[List of Super Smash Bros. series characters#"Perfect-attendance crew"|perfect-attendance crew]]", including itself. Each Round also involves both a stage and a music track that debuted in the original ''[[Super Smash Bros.]]'' The order of the Rounds begins with {{SSBU|Link}} as the first opponent, just like in the [[1P Game]] of ''SSB''. Although [[Master Hand]] is the final boss in ''SSB'', Jigglypuff instead fights [[Giant Donkey Kong]] in the Final Round, most likely referencing his status as a unique mini-boss in ''SSB''{{'}}s 1P Game. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{CharHead|Link|SSBU|hsize=20px|color=Green}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (64)}}''||Link uses his Hero of the Wild alternate costume, referencing the {{iw|zeldawiki|Hero of Time}}'s playable appearances in the original ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''. When playing multiplayer, the | |1||{{CharHead|Link|SSBU|hsize=20px|color=Green}}||[[Hyrule Castle]]||''{{SSBUMusicLink|The Legend of Zelda|Overworld Theme - The Legend of Zelda (64)}}''||Link uses his Hero of the Wild alternate costume, referencing the {{iw|zeldawiki|Hero of Time}}'s playable appearances in the original ''[[Super Smash Bros.]]'' and ''[[Super Smash Bros. Melee]]''. When playing multiplayer, the enemy {{Head|Link|g=SSBU|s=20px|cl=Teal}} Link uses his [[zeldawiki:Link#Twilight Princess|Hero of Twilight]]-inspired alternate costume, referencing the Hero of Twilight's playable appearances in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]''. | ||
|- | |- | ||
|2||{{CharHead|Mario|SSBU|hsize=20px}}||[[Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. (64)}}''|| | |2||{{CharHead|Mario|SSBU|hsize=20px}}||[[Peach's Castle]]||''{{SSBUMusicLink|Super Mario Bros.|Ground Theme - Super Mario Bros. (64)}}''|| | ||
|- | |- | ||
|3||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Yoshi|SSBU|hsize=20px}}||[[Super Happy Tree]]||''{{SSBUMusicLink|Yoshi|Yoshi's Story (64)}}''|| | |3||{{CharHead|Samus|SSBU|hsize=20px}} and {{CharHead|Yoshi|SSBU|hsize=20px}}||[[Super Happy Tree]]||''{{SSBUMusicLink|Yoshi|Yoshi's Story (64)}}''|| | ||
|- | |- | ||
|4||{{CharHead|Kirby|SSBU|hsize=20px}} and {{CharHead|Fox|SSBU|hsize=20px}}|| | |4||{{CharHead|Kirby|SSBU|hsize=20px}} and {{CharHead|Fox|SSBU|hsize=20px}}||{{SSB|Dream Land}}||''{{SSBUMusicLink|Kirby|Gourmet Race (64)}}''|| | ||
|- | |- | ||
|5||{{CharHead|Pikachu|SSBU|hsize=20px}}||[[Saffron City]]||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (64)}}''|| | |5||{{CharHead|Pikachu|SSBU|hsize=20px}}||[[Saffron City]]||''{{SSBUMusicLink|Pokémon|Main Theme - Pokémon Red & Pokémon Blue (64)}}''|| | ||
|- | |- | ||
|6||{{CharHead|Luigi|SSBU|hsize=20px}}, {{CharHead|Ness|SSBU|hsize=20px}}, {{CharHead|Captain Falcon|SSBU|hsize=20px}}, and {{ | |6||{{CharHead|Luigi|SSBU|hsize=20px}}, {{CharHead|Ness|SSBU|hsize=20px}}, {{CharHead|Captain Falcon|SSBU|hsize=20px}}, and {{Head|Jigglypuff|g=SSBU|s=20px|cl=Pink}} Jigglypuff||{{SSBU|Battlefield}}||''{{SSBUMusicLink|Super Smash Bros.|Final Destination - Super Smash Bros.}}''||The enemy Jigglypuff uses its pink alternate costume, referencing how all of its alternate costumes in ''SSB'' are bows of different colors. If the player selects the pink costume, the enemy Jigglypuff uses its {{Head|Jigglypuff|g=SSBU|s=20px}} default costume. The four opponents are the only [[unlockable character]]s in ''SSB'', and have been referred to as "secret perfect attendees" in ''Brawl''. | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||Giant {{CharHead|Donkey Kong|SSBU|hsize=20px}}|| | |Final||Giant {{CharHead|Donkey Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}} ([[Ω form]])||''{{SSBUMusicLink|Donkey Kong|Jungle Level (64)}}''|| | ||
|} | |} | ||
Note: Due to [[Planet Zebes]] and [[Sector Z]] being the only ''SSB'' stages that didn't return in ''Ultimate'', {{SSBU|Samus}} and {{SSBU|Fox}} are paired with {{SSBU|Yoshi}} and {{SSBU|Kirby}}, respectively. | |||
[[Credits]] roll after completing Classic Mode. Completing it as Jigglypuff has ''{{SSBUMusicLink|Pokémon|Pokémon Center - Pokémon Red / Pokémon Blue}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as Jigglypuff has ''{{SSBUMusicLink|Pokémon|Pokémon Center - Pokémon Red / Pokémon Blue}}'' accompany the credits. | ||
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==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
[[File:WoL-12Jigglypuff.jpg|thumb|Finding Jigglypuff in World of Light|left]] Jigglypuff is absent from the World of Light opening cutscene, though it was vaporized and later imprisoned alongside the rest of the fighters ( | [[File:WoL-12Jigglypuff.jpg|thumb|Finding Jigglypuff in World of Light|left]] Jigglypuff is absent from the the World of Light opening cutscene, though it was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light. | ||
Jigglypuff can be found in a green area at the east of a metropolis early by taking {{SSBU|Sheik}}'s route, and to reach it, the player must either cross a bridge or circle through a lake. | Jigglypuff can be found in a green area at the east of a metropolis early by taking {{SSBU|Sheik}}'s route, and to reach it, the player must either cross a bridge or circle through a lake. | ||
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SSBU Jigglypuff Number.png|Jigglypuff's fighter card. | SSBU Jigglypuff Number.png|Jigglypuff's fighter card. | ||
Jigglypuff unlock notice SSBU.jpg|Jigglypuff's unlock notice. | Jigglypuff unlock notice SSBU.jpg|Jigglypuff's unlock notice. | ||
SSBUWebsiteJigglypuff1.jpg|[[Taunting]] on [[Green Greens]] | SSBUWebsiteJigglypuff1.jpg|[[Taunting]] on [[Green Greens]]. | ||
SSBUWebsiteJigglypuff2.jpg|Jigglypuff using [[Pound]] on {{SSBU|Toon Link}} on [[3D Land]]. | SSBUWebsiteJigglypuff2.jpg|Jigglypuff using [[Pound]] on {{SSBU|Toon Link}} on [[3D Land]]. | ||
SSBUWebsiteJigglypuff3.jpg|Putting {{SSBU|Ganondorf}} to sleep with [[Sing]] on [[Town and City]]. | SSBUWebsiteJigglypuff3.jpg|Putting {{SSBU|Ganondorf}} to sleep with [[Sing]] on [[Town and City]]. | ||
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SSBUWebsiteJigglypuff5.jpg|Performing its Final Smash [[Puff Up]] on [[Temple]]. | SSBUWebsiteJigglypuff5.jpg|Performing its Final Smash [[Puff Up]] on [[Temple]]. | ||
SSBUWebsiteJigglypuff6.jpg|Jigglypuff riding a [[Warp Star]] on Green Greens. | SSBUWebsiteJigglypuff6.jpg|Jigglypuff riding a [[Warp Star]] on Green Greens. | ||
SSBUWebsiteFox2.jpg|{{SSBU|Fox}} [[taunting]] | SSBUWebsiteFox2.jpg|{{SSBU|Fox}} [[taunting]] Jigglypuff on 3D Land. | ||
SSBUWebsiteKirby2.jpg|Using [[Rollout]] alongside {{SSBU|Kirby}} who uses his Jigglypuff [[Copy Ability]] on [[Onett]]. | SSBUWebsiteKirby2.jpg|Using [[Rollout]] alongside {{SSBU|Kirby}} who uses his Jigglypuff [[Copy Ability]] on [[Onett]]. | ||
SSBUWebsiteTogedemaru3.jpg|Jigglypuff using Rollout beside [[Togedemaru]] on [[Wii Fit Studio]]. | SSBUWebsiteTogedemaru3.jpg|Jigglypuff using Rollout beside [[Togedemaru]] on [[Wii Fit Studio]]. | ||
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**Jigglypuff is the only first-party fighter with this attribute, as well as the only fighter with this attribute that debuted in the first game. | **Jigglypuff is the only first-party fighter with this attribute, as well as the only fighter with this attribute that debuted in the first game. | ||
*Jigglypuff, {{SSBU|Ike}}, {{SSBU|Ganondorf}}, {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Link}}, {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|King Dedede}} are the only characters in ''Ultimate'' who have kept the same falling speed for three games in a row. | *Jigglypuff, {{SSBU|Ike}}, {{SSBU|Ganondorf}}, {{SSBU|Yoshi}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Link}}, {{SSBU|Ness}}, {{SSBU|Lucas}}, and {{SSBU|King Dedede}} are the only characters in ''Ultimate'' who have kept the same falling speed for three games in a row. | ||
*Despite Jigglypuff fighting all 12 characters from the original ''Super Smash Bros | *Despite Jigglypuff fighting all 12 characters from the original ''Super Smash Bros'', [[Master Hand]] does not appear as its final boss. | ||
**Because of this, Jigglypuff is the only ''Pokémon'' fighter not to face Master Hand. | **Because of this, Jigglypuff is the only ''Pokémon'' fighter not to face Master Hand. | ||
*Excluding the Japanese version, Jigglypuff is the only vocal fighter who lacks any knockback voice clips. | *Excluding the Japanese version, Jigglypuff is the only vocal fighter who lacks any knockback voice clips. | ||
*Jigglypuff's back aerial causes it to turn around after use. This makes it the only non-''Fire Emblem'' fighter in the game with a back aerial of this type. | *Jigglypuff's back aerial causes it to turn around after use. This makes it the only non-''Fire Emblem'' fighter in the game with a back aerial of this type. | ||
*Jigglypuff is the only character in the game whose [[item throw]]s have reduced throw damage, with a 0.95× multiplier applied to them. This was also the case in ''Smash 4''. | *Jigglypuff is the only character in the game whose [[item throw]]s have reduced throw damage, with a 0.95× multiplier applied to them. This was also the case in ''Smash 4''. | ||
**Notably, this causes most items thrown by it to deal less damage than when thrown by {{SSBU|Pichu}}, despite Jigglypuff being heavier and thus having a greater item toss strength. | **Notably, this causes most items thrown by it to deal less damage than when thrown by {{SSBU|Pichu}}, despite Jigglypuff being heavier and thus having a greater item toss strength. | ||
*Jigglypuff is the only ''Smash 64'' character to not use any part of its character select animation in ''Smash 64'' in its victory animations. | *Jigglypuff is the only ''Smash 64'' character to not use any part of its character select animation in ''Smash 64'' in its victory animations. | ||