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|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = C+ | |tier = C+ | ||
|ranking = | |ranking = 59 | ||
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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 its appearances prior to {{forwiiu}}, it 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 original ''[[Super Smash Bros.]]'' [[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 its appearances prior to {{forwiiu}}, it 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 original ''[[Super Smash Bros.]]'' [[veteran]]s. | ||
{{s|wikipedia|Rachael Lillis}}' portrayal of Jigglypuff from ''Smash 64'' was | As in ''[[Super Smash Bros. Melee]]'', ''[[Super Smash Bros. Brawl]]'', and ''[[Super Smash Bros. 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. | ||
Jigglypuff is ranked | Jigglypuff is ranked 59th out of 82 in the current ''Ultimate'' [[tier list]], putting it in C+ tier. This is a striking improvement from its placement in ''Smash 4'' where it was ranked as the absolute worst character in the game. Jigglypuff's strength lies in its superb aerial game, which is the result of long-lasting [[Aerial attack|aerials]] that, combined with its excellent air mobility and multiple [[jump]]s, can be used to wall out its opponents offstage. Jigglypuff also has a much easier time killing due to its quicker KO options, new KO setups, and more reliable [[Rest]] combos. Rest itself has more knockback and less endlag if Jigglypuff lands it, allowing Jigglypuff to escape potential punishes. Finally, Jigglypuff's ground game has been improved: its [[jab]] can confirm into [[back aerial]] or [[dash attack]] at high percents, its [[up tilt]] can combo into its other aerials and even Rest in some scenarios, and its [[forward throw]] can send opponents at a low angle, making it easier for Jigglypuff to utilize its strong edgeguards. | ||
However, Jigglypuff still possesses | However, Jigglypuff still possesses many flaws. It still has very low range on its moves which makes it struggle against opponents with long range and characters who could [[Camping|camp]] very well. Its [[neutral game]] still remains poor due to its horrible grounded mobility and linear [[Approach|approach options]], and it can have a difficult time hitting opponents that outspeed it. Finally, Jigglypuff's survivability is poor due to its low weight making it susceptible to KOs at an earlier percent than normal, and as a result, it's susceptible to trades at higher percents. | ||
Overall, Jigglypuff's weaknesses balance out its strengths as it | Overall, Jigglypuff's weaknesses balance out its strengths as it's a character who struggles a lot to get in, but has the ability to beat just about any character with only a few openings. Despite the character's inconsistencies and a small playerbase, Jigglypuff has seen strong representation at a major level thanks to players such as {{Sm|BassMage}} and {{Sm|Senra}}. | ||
==How to unlock== | ==How to unlock== | ||
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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 it has used its jumps, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to mix-up against 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, causing their performances against Jigglypuff to revolve around maintaining stage control as much as possible. | 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 it has used its jumps, though its other attributes make its recovery very effective regardless. Its fast air acceleration also allows it to mix-up against 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, causing their performances against Jigglypuff to revolve around maintaining stage control as much as possible. | ||
This is not to | This is not to say its grounded moves are useless, however, as they are surprisingly versatile for such an air-based character. Jigglypuff's neutral attack possesses incredible speed, can lock, and combos into its aforementioned back air. It also combos into dash attack, which can KO at unusually low percentages. Forward tilt is fast and highly damaging, and when [[angled]] down is its fastest option for hitting an opponent that is grabbing the ledge. Up tilt is relatively quick and | ||
possesses surprisingly good combo potential, whilst still maintaining the utility of a kill move at later percents. Down tilt is a [[semi-spike]] with high base knockback that can easily gimp many recoveries when used at the ledge, whilst also putting opponents in a bad position on stage should they miss their [[tech]]. As for its smash attacks, forward smash has surprisingly high [[knockback scaling]], while down smash has [[intangibility]] on Jigglypuff's legs and the lowest launch angle of any other conventional semi-spike, causing characters with weaker recoveries to die at very low percents. It also possesses surprisingly fast grabs, and its down throw is a solid damage dealer which greatly benefits from throw [[invincibility]], particularly in certain matchups or when playing in doubles. Its greatest grounded move, however, is its buffed Forward Throw, which sends opponents at a low angle when used near the ledge. This is a fantastic tool to have for a character that forces opponents to shield so often, especially due to Down Air's ability to combo directly into a grab. The angle forward throw sends at forces the opponent to pick an option, burn a resource, or both, making the edgeguarding guessing game much easier for the Jigglypuff player. As a cherry on top, at low percents, it can put opponents in a bad position onstage if they miss their tech, very similarly to their down tilt. | |||
Jigglypuff also possesses an infamous trump card in [[Rest]]. Rest has powerful vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters 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%. 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 the confirm has a tight percent window, as well as a [[sour spot]] that must be accounted for. Lastly, down air has two main Rest confirms: Drill Rest and Rising Dair Rest. Drill Rest involves using down air and landing on the ground before the final hit connects, buffering a rest so that the confirm lands as soon as possible. This confirm is strong against certain characters such as {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, {{SSBU|Mewtwo}}, {{SSBU|Pichu}}, and opposing Jigglypuff, but aside from them and a select few other characters, it is very inconsistent and often not worth going for. Rising Dair Rest, on the other hand, is performed by rising with down air and buffering a jump rest. This is much more consistent overall against the entire cast, but like up tilt Rest, it has a tight percent window that varies from character to character. | Jigglypuff also possesses an infamous trump card in [[Rest]]. Rest has powerful vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters 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%. 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 the confirm has a tight percent window, as well as a [[sour spot]] that must be accounted for. Lastly, down air has two main Rest confirms: Drill Rest and Rising Dair Rest. Drill Rest involves using down air and landing on the ground before the final hit connects, buffering a rest so that the confirm lands as soon as possible. This confirm is strong against certain characters such as {{SSBU|Kirby}}, {{SSBU|Meta Knight}}, {{SSBU|Mewtwo}}, {{SSBU|Pichu}}, and opposing Jigglypuff, but aside from them and a select few other characters, it is very inconsistent and often not worth going for. Rising Dair Rest, on the other hand, is performed by rising with down air and buffering a jump rest. This is much more consistent overall against the entire cast, but like up tilt Rest, it has a tight percent window that varies from character to character. | ||
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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 infamously possesses extremely high [[ending lag]], making it very easy to [[punish]] if whiffed, though Jigglypuff can skip some of the move's ending lag if it is successfully landed. | 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 infamously possesses extremely high [[ending lag]], making it very easy to [[punish]] if whiffed, though Jigglypuff can skip some of the move's ending lag if it is successfully landed. | ||
To balance out all of these strengths, Jigglypuff is held back by numerous weaknesses. The most detrimental is its survivability: Jigglypuff's stats result in it | To balance out all of these strengths, 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 may not survive long enough to fully 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 in the largest of stages, although this weakness rarely comes into effect in [[competitive play]], where shieldbreaks are uncommon. | ||
Furthermore, Jigglypuff has a very problematic ground game. Although most of its ground | Furthermore, Jigglypuff has a very problematic ground game. Although most of its ground moves are fast in proportion to their power, its lack of range and slow ground movement 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, which as mentioned are quite high for such an air heavy character. The main exception is its up smash, a very barebones move that only barely accomplishes its job of being a consistent anti air that kills at reasonable percents. Its grab game also has similar issues: while Jigglypuff has some of the fastest grabs in the game, landing a grab can sometimes be difficult. Its throws are also a mixed bag; whilst the previously mentioned down throw and forward throw are very effective, back throw is similar to up smash in that it's a very one-dimensional move that is barely good enough at its job to be worth using, only instead it's a positioning tool instead of an anti-air. Up throw is even worse; despite being its strongest kill throw, it is not able to KO reliably even well beyond 200%, and it has very little utility outside of this role. This results in Jigglypuff being easily kept at bay by shields without the usage of Pound's high [[shield damage]] and mix-ups with its grab. | ||
Jigglypuff's approach, despite being good in the air, is somewhat predictable. Most of the time, Jigglypuff is forced to remain close to the opponent, read their option in order to approach, or bait them in order to make a 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 high endlag and ineffective sourspot. 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 | Jigglypuff's approach, despite being good in the air, is somewhat predictable. Most of the time, Jigglypuff is forced to remain close to the opponent, read their option in order to approach, or bait them in order to make a 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 high endlag and ineffective sourspot. 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 among 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 with their floatiness makes Jigglypuff relatively slow. This is especially a problem against speed demons such as {{SSBU|Fox}} and {{SSBU|Sonic}}, who can more easily force Jigglypuff to approach them than vice versa. Lastly, due to its reliance on taking stocks with an edgeguard or a Rest setup, it can sometimes struggle to take stocks without committing to one strong attack, especially against heavier characters with great recoveries such {{SSBU|Terry}} and {{SSBU|Yoshi}}. | ||
Overall, Jigglypuff is an air-based glass cannon that can quickly rack up damage or KO opponents, but in return can be KOed just as quickly. | Overall, Jigglypuff is an air-based glass cannon that can quickly rack up damage or KO opponents, but in return can be KOed 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 strong results from players such as {{Sm|BassMage}} and {{Sm|Senra}}. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
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However, Jigglypuff is not without some minor nerfs. In line with its polarized archetype, its already bad grab game was made worse; while it did gain a more useful forward throw, its grabs suffer from the universal nerf, and its up throw deals less damage. 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. | However, Jigglypuff is not without some minor nerfs. In line with its polarized archetype, its already bad grab game was made worse; while it did gain a more useful forward throw, its grabs suffer from the universal nerf, and its up throw deals less damage. 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 benefits 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. | Although Jigglypuff benefits 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 and grab games, its short range, and lack of projectile. ''Ultimate'' also includes many more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against. | ||
Ultimately, Jigglypuff's buffs heavily outweigh its nerfs, and it's a significantly more effective character than in ''Brawl'' and ''SSB4'', becoming once again a proper "aerial-based glass cannon". Jigglypuff has also received some very notable buffs in game updates, further improving its viability in competitive play. | Ultimately, Jigglypuff's buffs heavily outweigh its nerfs, and it's a significantly more effective character than in ''Brawl'' and ''SSB4'', becoming once again a proper "aerial-based glass cannon". Jigglypuff has also received some very notable buffs in game updates, further improving its viability in competitive play. While it still falls behind compared to its appearance in ''Melee'' and various veterans have been buffed as well, Jigglypuff's perception in competitive play is much better compared to ''Brawl'' and ''SSB4''. | ||
{{SSB4 to SSBU changelist|char=Jigglypuff}} | {{SSB4 to SSBU changelist|char=Jigglypuff}} | ||
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REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns. | REMINDER: Our Manual of Style states that all Pokémon are to use gender-neutral pronouns. | ||
--> | --> | ||
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 | 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]]. | ||
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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|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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===Stats=== | ===Stats=== | ||
{{Attributes | {{Attributes | ||
| cast=89 | | cast=89 | ||
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''See also: [[:Category:Jigglypuff players (SSBU)]]'' | ''See also: [[:Category:Jigglypuff players (SSBU)]]'' | ||
*{{Sm|Arika|Japan}} - | *{{Sm|Arika|Japan}} - The best Jigglypuff player in the world in the early metagame, notably placing 25th at the major {{Trn|Umebura SP 4}} and 33rd at the major {{Trn|EGS Cup 3}}. | ||
*{{Sm|BassMage|USA}} - The best Jigglypuff player of all-time | *{{Sm|BassMage|USA}} - The best Jigglypuff player of all-time and the first Jigglypuff player to place top 8 at a major, having placed 7th at {{Trn|Smash Ultimate Summit 4}}, {{Trn|Ultimate WANTED 4}}, and {{Trn|MAJOR UPSET}}. His best placement is 31st on the [[OrionRank Ultimate: Eclipse]]. | ||
*{{Sm| | *{{Sm|Cannon Red|USA}} - One of the best Jigglypuff players in the United States, although he rarely travels outside his region. He notably placed 7th out of 256 players at the regional {{Trn|Ultimatum 2}} and has defeated players such as {{Sm|MVD}}. | ||
*{{Sm|Senra|Japan}} - The second-best Jigglypuff player of all-time. He is the second Jigglypuff player to place top 8 at a major, doing so by placing 5th at {{Trn|UltCore}}. Since mid-2022, he has also placed top 64 at several majors, including 13th at the supermajor {{Trn|Kagaribi 9}}. | |||
===Tier placement and history=== | ===Tier placement and history=== | ||
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. | 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, a Jigglypuff renaissance took place to improving results from several Jigglypuff players such as Arika, BassMage, and {{Sm|Senra}}. BassMage began traveling more often, and has not only seen several high placements at major tournaments, 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 which is reflected by its | Following the return of offline events, however, a Jigglypuff renaissance took place to improving results from several Jigglypuff players such as Arika, BassMage, and {{Sm|Senra}}. BassMage began traveling more often, and has not only seen several high placements at major tournaments, 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 which is reflected by its 59th ranking on the current tier list. 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. | ||
=={{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" | ||
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|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)}}''|| | ||
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|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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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. |