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| {{ArticleIcons|allgames=y}} | | {{ArticleIcons|ssb=yes|melee=yes|brawl=yes|ssb4=y}} |
| {{Infobox Special Move | | {{Infobox Special Move |
| |name=Sing | | |name=Sing |
| |image=[[File:Jigglypuff Up B SSBU.gif|300px|Sing]] | | |image=[[File:SSB4GamerRestEvent.jpg|250px|Sing]] |
| |caption=Using Sing in ''Ultimate''. | | |caption=Sing in {{forwiiu}}. |
| |user=[[Jigglypuff]] | | |user=[[Jigglypuff]] |
| |universe={{uv|Pokémon}} | | |universe={{uv|Pokémon}} |
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| |interwikipage=Sing (move) | | |interwikipage=Sing (move) |
| }} | | }} |
| | | {{cquote|Jigglypuff can put its enemies to sleep if they are in range of its Sing attack, although the attack does not work on airborne foes.|cite=Jigglypuff's trophy description in ''Melee''}} |
| '''Sing''' ({{ja|歌う|Utau}}, ''Sing'') is [[Jigglypuff]]'s [[up special move]] in the ''{{b|Super Smash Bros.|series}}'' series. | | '''Sing''' ({{ja|うたう|Utau}}, ''Sing'') is [[Jigglypuff]]'s [[up special move]] in the ''{{b|Super Smash Bros.|series}}'' series. |
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| ==Overview== | | ==Overview== |
| {{technical data|sleep duration formula for all games}}
| | Soundwaves and music notes come out from its body and travel out a certain distance. All opponents within range and touching the ground will fall [[asleep]] for a short amount of time. This attack does no damage at all to playable characters and simply disables opponents to set up for attacks. (However, this move can damage bosses and Subspace enemies instead.) Similar to a grab, opponents can escape the sleep state more quickly by rapidly moving the [[control stick]] or [[d-pad]]. |
| 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.]]''). | |
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| 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. Melee|Melee]]'' and ''[[Super Smash Bros. Brawl|Brawl]]'', the more damage the opponent has, the longer they will remain asleep. However, in ''[[Super Smash Bros.]]'', the opponent remains asleep for a longer time if he/she bears a low [[damage]]. The time the opponent remains asleep is shortest when bearing any damage over 300%. Also, in that game, [[Button mashing|mashing buttons]] and tapping the control stick have no effect at all. |
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| 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, this is not a third jump since it gains no height. Instead, players often use [[Rollout]] or an [[air dodge]] as an extra jump, or simply use [[Pound]]. However, it does increase the size of Jigglypuff's ledge-grab box. |
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| Timing of this move is crucial, as the duration of the sleep is short - meaning that opponents who fall asleep at the beginning may wake up before Jigglypuff finishes singing if they are at a low damage percent. This will leave Jigglypuff very vulnerable to counter-attacks. Using the move in midair can shift this risk somewhat, by ensuring that opponents who fall asleep will do so closer to the middle of the move than at the beginning (so that they will not wake up before the move is over); however, this does not change the fact that the move has no effect on midair foes, and so Jigglypuff will still be vulnerable, only at the beginning of the move rather than at the end. | | Timing of this move is crucial, as the duration of the sleep is short, so that opponents who fall asleep at the beginning may wake up before Jigglypuff finishes singing if they are at low damage. This will leave Jigglypuff very vulnerable to counter-attacks, which is why people tend to use the move in midair. Even this can be dangerous. As the move puts enemies to sleep, it has no effect on midair foes. |
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| From ''Melee'' onward, Sing can be [[ledge]]-canceled, which greatly improves the utility of the move. If Sing is used when Jigglypuff is in midair over a ledge and an opponent is nearby, then the opponent will fall asleep at the beginning of the move, but then Jigglypuff will grab the ledge and the rest of the move will be canceled while the opponent is still asleep for the usual duration. This can be used to set up [[combo]]s, and can even stall indefinitely with the correct timing.
| | However, in ''Melee'' and ''Brawl'', one can sing when near a ledge. Jigglypuff will grab the ledge and the singing will be canceled, but if there is an opponent near enough, they will fall asleep. This can be used to set up [[combo]]s. |
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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.
| | Sing can be used in team battles very effectively by having Jigglypuff put enemies to sleep, then have its teammate use a fully charged Smash Attack or powerful special attack like [[Falcon Punch]] on the sleeping opponents. |
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| 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.
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| ==Instructional quotes==
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| {{InstructionalQuotes
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| |ssbmchar=Jigglypuff
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| |ssbmdesc=Jigglypuff can put its enemies to sleep if they are in range of its Sing attack, although the attack does not work on airborne foes.
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| |ssb4-uchar=Jigglypuff
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| |ssb4-udesc=A soothing song that causes drowsiness in nearby opponents.
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| |ssbuchar=Jigglypuff
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| |ssbudesc=Sings a soothing song that makes nearby opponents extremely drowsy.
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| }}
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| ==Customization== | | ==Customization== |
| Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | | Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the known variations: |
| {{CustomSet|Jigglypuff|Up|name1=Sing|desc1=A soothing song that causes extreme drowsiness in nearby opponents.|name2=Hyper Voice|desc2=A funky tune that sends opponents reeling backward if they get too close.|name3=Spinphony|desc3=A thrilling melody that somehow spins enemies around where they stand.}}
| | #'''Hyper Voice''': An offensive variant, this move lasts about the same amount of time as Sing. Jigglypuff sings and sends three sound waves in intervals. The first sound wave inflicts 3% damage and causes the opponent to flinch. A small amount of time passes before the second sound wave occurs, dealing the same amount of damage. The third sound wave comes a moment after, and deals 5% damage, and causes considerable knockback. Jigglypuff is still vulnerable during this attack, as it is with its standard variation. |
| # '''Sing''': Default.
| | #'''Spinphony''': Startup is extremely slow, and the move is executed very slowly as well. Three slow sound waves emit at long intervals, and each flips the opponent, similar to Mario's [[Cape]]. The first sound wave doesn't damage opponents. The second sound wave inflicts 1% damage, and the third inflicts 2% damage. Jigglypuff is extremely vulnerable while using this move, and its slow execution makes it impractical to use. If used in the air, Jigglypuff will lock into the move, and can't be cancelled. Since it takes so long to execute, Jigglypufff can self-destruct by falling into the blast line, even from the top of the stage. |
| # '''Hyper Voice''': An offensive variant, this move has a frame speed multiplier of 1.2 (which means it takes 1.2 times as long (20% longer) to perform the move than the default). Jigglypuff sings and sends three sound waves in intervals. The first sound wave inflicts 3% damage and causes the opponent to flinch. A small amount of time passes before the second sound wave occurs, dealing the same amount of damage. The third sound wave comes a moment after, and deals 5% damage, and causes considerable knockback. Jigglypuff is still vulnerable during this attack, as it is with its standard variation, but it can affect airborne fighters. | |
| # '''Spinphony''': Startup is extremely slow, and the move is executed very slowly as well, due to having a frame speed multiplier of 2. Three slow sound waves emit at long intervals, and each flips the opponent, similar to Mario's [[Cape]]. The first sound wave doesn't damage opponents. The second sound wave inflicts 1% damage, and the third inflicts 2% damage. Jigglypuff is extremely vulnerable while using this move, and its slow execution makes it impractical to use. If used in the air, Jigglypuff will lock into the move, and it can't be cancelled. Since it takes so long to execute, Jigglypuff can self-destruct by falling into the blast line, even from the top of the stage. It is arguably one of the worst custom moves, with its only practical usage being for gimping someone's recovery. However, it cannot do this very effectively, as it causes flinching, granting opponents the ability to reuse any of their recovery moves. | |
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| ==Origin== | | ==Origin== |
| [[File:JigglypuffSingRBY.gif|thumb|250px|Jigglypuff using {{iw|bulbapedia|Sing|move}} in ''{{iw|bulbapedia|Pokémon Red}}''.]] | | [[File:Sing.png|thumb|right|Sing in Generation III Pokémon games.]] |
| {{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]].
| | Sing is based off a move of the same name in the [[Pokémon (universe)|''Pokémon'' RPGs]]. Introduced in Generation I, Sing is a status Normal-type 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, though Sing's very poor accuracy rate of 55% causes it to be ignored in competitive play. |
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| 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, Sing is the main move of Jigglypuff's evolutionary family. Jigglypuff is the best-known Pokémon for using this move, being mentioned in its Pokédex entries, as well as a {{iw|bulbapedia|Jigglypuff|anime}} in the ''Pokémon'' anime being famous for appearing in many episodes of the early seasons, and using Sing to put people to sleep. |
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| {{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. It has 90 power and 100% accuracy, and can hit multiple opponents. Jigglypuff can learn this move by leveling up. |
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| <gallery>
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| Sing_VII.png|Sing in Generation VII ''Pokémon'' games.
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| </gallery>
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| {{clr}}
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| ==Gallery== | | ==Gallery== |
| <gallery> | | <gallery>File:SingSSB.gif|Sing in ''Smash 64''. |
| SingSSB.gif|Sing in ''Smash 64''. | | File:SingMelee.jpg|Sing in ''Melee''. |
| SingMelee.jpg|Sing in ''Melee''. | | File:Sing sleep.png|Sing in ''Brawl''. |
| Sing sleep.png|Sing in ''Brawl''. | | File:Jigglypuff Sing Smash 3DS.jpg|Sing in ''Smash 3DS'' |
| Jigglypuff Sing Smash 3DS.jpg|Sing in ''Smash 3DS'' | | File:SSB4 - Jigglypuff screen-1.jpg|Using this move at Pikachu and Charizard</gallery> |
| SSB4 - Jigglypuff screen-1.jpg|Using this move on Pikachu and Charizard in {{forwiiu}}. | |
| SingWiiU.jpg|Sing in {{forwiiu}}.
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| SSBUWebsitePiranhaPlant6.jpg|Using Sing next to Piranha Plant in ''Ultimate''.
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| Jigglypuff SSBU Skill Preview Up Special.png|Sing as shown by the Move List in ''Ultimate''.
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| </gallery> | |
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| ==Names in other languages==
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| {{langtable
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| |ja={{ja|歌う|Utau}}
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| |en=Sing
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| |fr=Berceuse
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| |es=Canto
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| |de=Gesang
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| |it=Canto
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| |nl=Zang
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| |ru={{rollover|Пение|Peniye|?}}
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| |ko={{rollover|노래하기|Noraehagi|?}}
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| |zh={{rollover|唱歌|Chànggē|?}}
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| }}
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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. | | *Switching languages changes Jigglypuff's name, as well as the song it sings. |
| *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. |
| *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 when the television zooms on it, the other Jigglypuff will fall asleep even if they are far away from the player, and the time they sleep will be considerably longer. |
| *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]]. | | *When used against enemies and bosses, the third set of music waves are more damaging than the first two. |
| *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''. | | *Although inefficient, Sing will be used by a [[AI|computer-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 flawed AI. |
| *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 ''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. |
| *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 ''Melee'', Jigglypuff eyes will still be open if it uses Sing on a [[Hoop damage|magnifying glass]]. |
| *In ''Ultimate'', if Jigglypuff buffers Sing while bouncing off a spring, no sound waves will appear when the move is used.
| | **Jigglypuff's eyes are also open when looking at the reflection in [[Fountain of Dreams]]. |
| | **They are even open (when not in the air) in ''[[Super Smash Bros. 4]]''. |
| | {{Special Moves|char=Jigglypuff}} |
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| {{Special Moves|char=Jigglypuff}}
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| [[Category:Pokémon universe]] | | [[Category:Pokémon universe]] |
| [[Category:Up special moves]] | | [[Category:Up special moves]] |
| [[Category:Jigglypuff]] | | [[Category:Jigglypuff]] |
| [[Category:Jigglypuff (SSB)]]
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| [[Category:Jigglypuff (SSBM)]]
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| [[Category:Jigglypuff (SSBB)]]
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| [[Category:Jigglypuff (SSB4)]]
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| [[Category:Jigglypuff (SSBU)]]
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| [[es:Canto]]
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