Editing Sing

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Soundwaves and music notes come out from Jigglypuff's body and travel out a certain distance. All opponents within the range that are touching the ground will fall [[asleep]] for a short amount of time. This attack does no damage to playable characters and simply disables opponents to set up for attacks. However, as [[enemies]] and [[boss]]es cannot be put to sleep, Sing will deal damage to them instead. Similar to a grab, opponents can escape the sleep state more quickly by [[button mashing]] or rapidly moving the [[control stick]] or [[d-pad]] (except in the original ''[[Super Smash Bros.]]'').
Soundwaves and music notes come out from Jigglypuff's body and travel out a certain distance. All opponents within the range that are touching the ground will fall [[asleep]] for a short amount of time. This attack does no damage to playable characters and simply disables opponents to set up for attacks. However, as [[enemies]] and [[boss]]es cannot be put to sleep, Sing will deal damage to them instead. Similar to a grab, opponents can escape the sleep state more quickly by [[button mashing]] or rapidly moving the [[control stick]] or [[d-pad]] (except in the original ''[[Super Smash Bros.]]'').


In ''[[Super Smash Bros.]]'', the opponent remains asleep for a longer time if they bear a low [[damage]]. The time the opponent remains asleep is shortest when bearing any damage over 300%. Starting in ''[[Super Smash Bros. Melee]]'', the more damage the opponent has, the longer they will remain asleep. Additionally, in ''[[Super Smash Bros. 4]]'' a sweetspot was added closer to Jigglypuff which puts opponents to sleep for longer than usual, with the third soundwave only featuring said sweetspot, and no sourspot. The sourspot's sleep duration is roughly the same as the entire hitbox's sleep duration in ''Melee'', and ''[[Super Smash Bros. Brawl]]''.
In ''[[Super Smash Bros.]]'', the opponent remains asleep for a longer time if they bear a low [[damage]]. The time the opponent remains asleep is shortest when bearing any damage over 300%. Starting in ''[[Super Smash Bros. Melee]]'', the more damage the opponent has, the longer they will remain asleep. Additionally, in ''SSB4'' a sweetspot was added closer to Jigglypuff which puts opponents to sleep for longer than usual, with the third soundwave only featuring said sweetspot, and no sourspot. The sourspot's sleep duration is the same as the entire hitbox's sleep duration in ''SSB'', ''Melee'', and ''Brawl''.


Unlike most up special moves, Sing gains no height and thus is not a recovery move, making it an anomaly among up specials. Instead, players can often use [[Rollout]] or an [[air dodge]] as an extra jump, or simply use [[Pound]] for horizontal recovery. However, it does increase the size of Jigglypuff's ledge-grab box.
Unlike most up special moves, Sing gains no height and thus is not a recovery move, making it an anomaly among up specials. Instead, players can often use [[Rollout]] or an [[air dodge]] as an extra jump, or simply use [[Pound]] for horizontal recovery. However, it does increase the size of Jigglypuff's ledge-grab box.
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The move is not commonly (though not necessarily rarely) used in competitive play for singles, due to the move possessing three major flaws. Firstly, the move has very long startup lag with a huge visual cue (since the first soundwave appears before the hitbox comes out), and due to the move dealing no damage to shields and having long ending lag, the move can very easily be shielded and punished. Secondly, the move's range is very limited, especially considering that the move only affects grounded opponents, and as such, against a competent opponent, the only realistic way to land the move is to catch an opponent during the ending lag of a powerful attack. However, the move's long startup means that it is often more effective to punish the ending lag with [[Rest]] instead, which throughout the games has, at most, 1 frame of the startup and will generally net the KO regardless. Finally, although the move usually puts the opponent to sleep for slightly longer than the move's duration at mid to high percents, the opponent can easily mash to wake up before Jigglypuff can act again, making the move nearly useless in singles. However, Sing can be used in team battles very effectively by having Jigglypuff put enemies to sleep, then having its teammate use a fully charged [[smash attack]] or powerful special attack like [[Falcon Punch]] on the sleeping opponents.
The move is not commonly (though not necessarily rarely) used in competitive play for singles, due to the move possessing three major flaws. Firstly, the move has very long startup lag with a huge visual cue (since the first soundwave appears before the hitbox comes out), and due to the move dealing no damage to shields and having long ending lag, the move can very easily be shielded and punished. Secondly, the move's range is very limited, especially considering that the move only affects grounded opponents, and as such, against a competent opponent, the only realistic way to land the move is to catch an opponent during the ending lag of a powerful attack. However, the move's long startup means that it is often more effective to punish the ending lag with [[Rest]] instead, which throughout the games has, at most, 1 frame of the startup and will generally net the KO regardless. Finally, although the move usually puts the opponent to sleep for slightly longer than the move's duration at mid to high percents, the opponent can easily mash to wake up before Jigglypuff can act again, making the move nearly useless in singles. However, Sing can be used in team battles very effectively by having Jigglypuff put enemies to sleep, then having its teammate use a fully charged [[smash attack]] or powerful special attack like [[Falcon Punch]] on the sleeping opponents.


In ''[[Super Smash Bros. Ultimate]]'', Sing has been significantly improved to the point where it finally has some utility in competitive play, even in singles. While it's still extremely punishable, its range has been notably increased, and now the opponent is put to sleep for long enough for Jigglypuff to be able to reliably punish them after landing it, making it an easy and guaranteed KO set up above 30% via [[Rest]] and moves that combo into it. In addition, Jigglypuff can now slightly drift in the air when using Sing, slightly reducing the precision required to punish [[roll]]s with the move. However, it's still slow, has a clear visual cue, and can be punished very easily as the move can still be blocked by simply shielding. Because of this, Sing's utility is limited to hard reads, most notably when used in [[tech-chasing]] scenarios.
In ''Ultimate'', Sing has been significantly improved to the point where it finally has some utility in competitive play, even in singles. While it's still extremely punishable, its range has been notably increased, and now the opponent is put to sleep for long enough for Jigglypuff to be able to reliably punish them after landing it, making it an easy and guaranteed KO set up above 30% via [[Rest]] and moves that combo into it. In addition, Jigglypuff can now slightly drift in the air when using Sing, slightly reducing the precision required to punish [[roll]]s with the move. However, it's still slow, has a clear visual cue, and can be punished very easily as the move can still be blocked by simply shielding. Because of this, Sing's utility is limited to hard reads, most notably when used in [[tech-chasing]] scenarios.


==Instructional quotes==
==Instructional quotes==
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==Origin==
==Origin==
[[File:JigglypuffSingRBY.gif|thumb|250px|Jigglypuff using {{iw|bulbapedia|Sing|move}} in ''{{iw|bulbapedia|Pokémon Red}}''.]]
[[File:JigglypuffSingRBY.gif|thumb|250px|[[Jigglypuff]] using {{pkmn|Sing}} in ''{{pkmn|Pokémon Red}}''.]]
{{iw|bulbapedia|Sing|move}} is based off a move of the same name in the {{uv|Pokémon}} games. Introduced in Generation I, Sing is a Normal-type status move that has the sole effect of putting the opponent to sleep. For some Pokémon like Jigglypuff and Blissey, this is the only move they can learn that puts the opponent to sleep, but Sing's very poor accuracy rate of 55% makes it unreliable. Jigglypuff can also learn this move by levelling up; in ''Pokémon Red and Green'', it's the only move it can use until level 9, where it learns [[Pound]].
{{iw|bulbapedia|Sing|move}} is based off a move of the same name in the {{uv|Pokémon}} games. Introduced in Generation I, Sing is a Normal-type status move that has the sole effect of putting the opponent to sleep. For some Pokémon like Jigglypuff and Blissey, this is the only move they can learn that puts the opponent to sleep, but Sing's very poor accuracy rate of 55% makes it unreliable. Jigglypuff can also learn this move by levelling up; in ''Pokémon Red and Green'', it's the only move it can use until level 9, where it learns [[Pound]].


In every ''Pokémon'' generation, Jigglypuff's evolutionary family is well-known for using this move. A particular {{iw|bulbapedia|Jigglypuff|anime}} in the ''Pokémon'' anime is a recurring character of the early seasons who wants to be applauded for its music but inadvertently puts people to sleep instead; in fact, the sound clip of Sing throughout the games is a combination of its game version and its anime version, as Jigglypuff intones the song with the same first syllables as in the anime.
In every ''Pokémon'' generation, Jigglypuff's evolutionary family is well-known for using this move. A particular {{iw|bulbapedia|Jigglypuff|anime}} in the ''Pokémon'' anime is a recurring character of the early seasons who wants to be applauded for its music but inadvertently puts people to sleep instead; in fact, the sound clip of Sing throughout the games is a combination of its game version and its anime version, as Jigglypuff intones the song with the same first syllables as in the anime.


{{iw|bulbapedia|Hyper Voice|move}}, included in ''Super Smash Bros. 4'' as one of Sing's custom variants, is a Normal-type attack introduced in Generation III that can hit multiple opponents.
{{iw|bulbapedia|Hyper Voice|move}}, included in ''Super Smash Bros. 4'' as one of Sing's custom variants, is a Normal-type attack introduced in Generation III that can hit multiple opponents.  


<gallery>
<gallery>
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==Trivia==
==Trivia==
*The tune Jigglypuff sings is based on the tune used in all main series ''Pokémon'' games when the move Sing is used.
*The tune Jigglypuff sings is based on the tune used in all main series ''Pokémon'' games when the move Sing is used.
*Although it does no damage, Sing can destroy targets in ''Melee'' and ''Brawl''{{'}}s [[Target Smash]], and can also destroy [[capsule]]s in any mode. It can also be [[Counterattack|countered]] from ''Brawl'' onward.
*Although it does no damage, Sing can destroy targets in ''[[Super Smash Bros. Melee]]''{{'}}s [[Target Test]], and can also destroy [[capsule]]s in any mode. It can also be [[Counterattack|countered]] from ''[[Super Smash Bros. Brawl]]'' onward.
*In [[Event 39: Jigglypuff Live!]], there is an [[easter egg]] involving the Sing attack. If the Jigglypuff player uses Sing while the jumbotron television in the background is zoomed in on it, then the other Jigglypuff will fall asleep even if they are far away from the player, and the time they sleep will be considerably longer.
*In [[Event 39: Jigglypuff Live!]], there is an [[easter egg]] involving the Sing attack. If the Jigglypuff player uses Sing while the jumbotron television in the background is zoomed in on it, then the other Jigglypuff will fall asleep even if they are far away from the player, and the time they sleep will be considerably longer.
*When used against enemies and bosses, the third set of music waves are more damaging than the first two.
**In [[Smash Run]], Sing will cause enemies to tumble as if hit by a strong enough attack. While this is rather obsolete against common enemies, it is quite useful against very tough ones who can be knocked down, such as [[Reaper]]s, [[Polar Bear]]s, and unarmored [[Darknut]]s.
*Although ineffective, Sing will be used by a [[CPU]]-controlled {{SSBM|Jigglypuff}} in ''[[Melee]]'' during [[recovery]] after having used all of its [[midair jump]]s, just like any other CPU character would do with its up special (excluding Luigi). This is an example of [[Flaws in artificial intelligence|flawed AI]].
*Although ineffective, Sing will be used by a [[CPU]]-controlled {{SSBM|Jigglypuff}} in ''[[Melee]]'' during [[recovery]] after having used all of its [[midair jump]]s, just like any other CPU character would do with its up special (excluding Luigi). This is an example of [[Flaws in artificial intelligence|flawed AI]].
*If Sing interrupts a special move that grants momentum to the user, they will continue to slide along the ground when put to sleep. A prominent example of this is [[Pikachu (SSB)|Pikachu]]'s [[Quick Attack]] in ''64''.
*In ''Smash 64'', if {{SSB|Pikachu}} uses [[Quick Attack]] horizontally towards a singing Jigglypuff, Pikachu will slide a great distance as it falls asleep. A similar thing happens when {{SSBB|Captain Falcon}} uses [[Falcon Kick]] in ''Brawl'', with Jigglypuff not being damaged at all, though Falcon will slide a shorter distance. In ''Smash 4'', the same will also happen with {{SSB4|Charizard}} and [[Flare Blitz]].
*In ''Melee'', due to the [[Hoop damage|magnifying glass]] showing characters at a lower resolution and ignoring effects like eye blinks, Jigglypuff's eyes will be open if it uses Sing in one. The same thing happens with the reflection in [[Fountain of Dreams]].
*In ''Melee'', due to the [[Hoop damage|magnifying glass]] showing characters at a lower resolution and ignoring effects like eye blinks, Jigglypuff's eyes will be open if it uses Sing in one.
**Jigglypuff's eyes are also open when looking at the reflection in [[Fountain of Dreams]], which similarly shows characters at a lower resolution.
*Sing, as well as its customizations, is notably the only up special move that does not aid in [[recovery|recovering]] offstage, either from a [[tether]] or any sort of momentum boost. This technically makes Jigglypuff the only fighter who lacks an up special recovery move (though [[Yoshi]] also lacked one in ''Super Smash Bros.'' and ''Melee'', but gained one in ''Brawl'').
*Sing, as well as its customizations, is notably the only up special move that does not aid in [[recovery|recovering]] offstage, either from a [[tether]] or any sort of momentum boost. This technically makes Jigglypuff the only fighter who lacks an up special recovery move (though [[Yoshi]] also lacked one in ''Super Smash Bros.'' and ''Melee'', but gained one in ''Brawl'').
*In ''Ultimate'', if Jigglypuff buffers Sing while bouncing off a spring, no sound waves will appear when the move is used.
{{Special Moves|char=Jigglypuff}}
{{Special Moves|char=Jigglypuff}}


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[[Category:Jigglypuff (SSB4)]]
[[Category:Jigglypuff (SSB4)]]
[[Category:Jigglypuff (SSBU)]]
[[Category:Jigglypuff (SSBU)]]
[[es:Canto]]

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