Super Smash Bros. 4

Jigglypuff (SSB4): Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(→‎Notable players: Hbox took a game of Daduz and a set of Fatality http://challonge.com/dis4singles)
No edit summary
Line 12: Line 12:
|ranking = 55
|ranking = 55
}}
}}
'''Jigglypuff''' ({{Ja|プリン}}, ''Purin'') is a playable character in ''[[Super Smash Bros. 4]]''. It was formally added to the official website on November 5th, 2014, though the launch of {{for3ds}} in Japan two months prior meant that it was already known to be returning to the series. It was also seen several times during the [[Super Smash Bros. for Wii U: 50-Fact Extravaganza]]. Jigglypuff is once again voiced by Rachael Lillis in English and Mika Kanai in Japanese, albeit with the same voice clips from earlier installments. As in previous games, it also has different voice actresses in French and German due to name changes.
'''Jigglypuff''' ({{Ja|プリン}}, ''Purin'') is a playable character in ''[[Super Smash Bros. 4]]''. It was formally added to the official website on November 5th, 2014, though the launch of {{for3ds}} in Japan two months prior meant that its return to the series was already known. It was also seen several times during the [[Super Smash Bros. for Wii U: 50-Fact Extravaganza]]. Jigglypuff is once again voiced by Rachael Lillis in English and Mika Kanai in Japanese, albeit with the same voice clips from earlier installments. As in previous games, it also has different voice actresses in French and German due to name changes.


Jigglypuff is ranked 55th out of 56 on the [[tier list]], placing it in the J tier. This is a very slight drop from its already abysmal ranking of 36th out of 38 in ''Brawl''. Jigglypuff retains a strong air game, as it has nearly unrivaled aerial mobility along with multiple [[midair jump]]s and fast, long-duration aerial attacks, giving it good [[juggling]] ability. All these attributes facilitate a strong [[edge-guarding]] ability, for it can perform its signature [[Wall of Pain]] technique, and it has a potent finisher in its back aerial. Additionally, [[Rest]] has regained most of its KO power that was lost in ''Brawl''.
Jigglypuff is ranked 55th out of 56 on the [[tier list]], placing it in the J tier. This is a very slight drop from its already abysmal ranking of 36th out of 38 in ''Brawl''. Jigglypuff retains its strong air game; it has nearly unrivaled aerial mobility thanks to its multiple [[midair jump]]s and good [[juggling]] ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate a strong [[edgeguarding]] ability, for it can perform its signature [[Wall of Pain]] technique, and it has a potent finisher in its back aerial. Additionally, [[Rest]] has regained most of its KO power that was lost in ''Brawl''.


However, Jigglypuff also retains its glaring weaknesses, as it still suffers from a terrible ground game due to its slow mobility, short [[reach]], and lackluster [[grab]] game with no grab combos to speak of. Jigglypuff also has severe issues KOing, with laggy finishers and Rest being very difficult to land without a hard [[read]]. Its endurance is unarguably the worst, as it is extremely floaty and is the [[weight|lightest]] character in the game. This is exacerbated by the new [[rage]] mechanic and weaker [[shield]]s, the latter of which exploits its deadly [[shield jump]]. Overall, Jigglypuff's weaknesses completely nullify its strengths, and despite its terrible placing in ''Brawl'', it is considered to be much worse in ''SSB4'', which is further evident by the majority of its fellow [[veteran]]s having received vast amounts of buffs. It is also worth noting Jigglypuff has not received any buffs over game updates as of [[1.1.6]], even though several other bottom-tiered characters have been buffed in past updates. As a result, Jigglypuff has received virtually no tournament representation and results, and while its current tier placement reflects [[1.1.3]], it is now widely considered to be the worst character in the game.
However, Jigglypuff also retains its glaring weaknesses, as it still suffers from a terrible ground game due to its slow mobility, short [[reach]], and lackluster [[grab]] game with no grab combos to speak of. Jigglypuff also has severe issues KOing, with laggy finishers and Rest being very difficult to land without a hard [[read]]. Its endurance is unarguably the worst, as it is extremely floaty and is the [[weight|lightest]] character in the game. This is exacerbated by the new [[rage]] mechanic and weaker [[shield]]s, the latter of which exploits its deadly [[shield jump]]. Overall, Jigglypuff's weaknesses completely nullify its strengths, and despite its terrible placing in ''Brawl'', it is considered to be much worse in ''SSB4''. This is further evident by the majority of its fellow [[veteran]]s having received numerous buffs.
 
It is also worth noting Jigglypuff has not received any buffs over game updates as of [[1.1.6]], even though several other bottom-tier characters have been buffed in past updates. As a result, Jigglypuff has received virtually no tournament representation and results, and while its current tier placement reflects the [[1.1.3]] metagame, it is now widely considered to be the worst character in the game.


==How to unlock==
==How to unlock==
Line 26: Line 28:


==Attributes==
==Attributes==
Jigglypuff is a character of the extremes: it has the second highest [[traction]] and [[air speed]], one of the highest [[air acceleration]] values, and the lowest [[falling speed]] and [[gravity]]. These stats make Jigglypuff a slippery opponent in the air and give it easily controllable ground movement. However, it has the slowest [[walking]] speed and the second slowest [[dash]]ing speed, as well as the lowest [[weight]] and the weakest [[jump]]s. These make it unable to quickly traverse the stage on foot and susceptible to early KOs. To make up for its low jumping force, however, it has six [[midair jump]]s, which further enhance its elusive nature in the air.
Jigglypuff is a character of the extremes: it has the second highest [[traction]], the second fastest [[air speed]], its [[air acceleration]] is one of the fastest, the slowest [[falling speed]] and the lowest [[gravity]]. These stats make Jigglypuff a very mobile character in the air and give it easily controllable ground movement. However, it has the slowest [[walking]] speed and the second slowest [[dash]]ing speed, as well as the lowest [[weight]] and the weakest [[jump]]s. These make it unable to quickly traverse the stage on foot and susceptible to early KOs. To make up for its low jumping force, however, it has six [[midair jump]]s, which further enhance its aerial evasiveness.


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 with an attack's final frames. Additionally, and with the exception of up aerial, all of its aerials have enough range to be [[spacing|spaced]] correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents almost noncommittally in the air. Finally, all of them have at least one area they excel in. Neutral aerial is Jigglypuff's fastest aerial and one of the strongest [[sex kick]]s in the game, even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being just strong enough. Due to its speed and power, it also works as a good [[out of shield]] or approach option. Forward aerial has the second weakest knockback of Jigglypuff's aerials, but due to this, it has good comboing ability, allows it to easily put opponents offstage, and is the main component of the very well-known [[wall of pain]]: once an opponent with a poor recovery is sent offstage, Jigglypuff can followup with several other forward aerials until they reach the blast zone, from where Jigglypuff can finish the opponwnt off with another forward or a neutral aerial. Back aerial is Jigglypuf's strongest aerial, KOing reliably at 135%. It is also safe on shield due to its high damage output and above average hitlag, though it is also its slowest aerial, making it a bit predictable. Up aerial has an immensely long-lasting hitbox, which can spell trouble for any opponent that has issues dealing with [[juggling]]. Lastly, down aerial can be used as a highly damaging out of shield or 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.
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 with an attack's final frames. Additionally, and with the exception of up aerial, all of its aerials have enough range to be [[spacing|spaced]] correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and [[approach]] opponents almost noncommittally in the air. Finally, all of them have at least one area they excel in. Neutral aerial is Jigglypuff's fastest aerial and one of the strongest [[sex kick]]s in the game, even when stale, and can easily [[gimp]] poor recoveries due to its late hitbox being just strong enough. Due to its speed and power, it also works as a good [[out of shield]] or approach option. Forward aerial has the second weakest knockback of Jigglypuff's aerials, but due to this, it has good combo game, allows it to easily put opponents offstage, and is the main component of the very well known [[wall of pain]]: once an opponent with a poor recovery is sent off-stage, Jigglypuff can followup with several other forward aerials until they reach the blast zone, from where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, KOing reliably at 135%. It is also safe on shield due to its high damage output and above average hitlag, though it is also its slowest aerial, making it a bit predictable. Up aerial has an immensely long-lasting hitbox, which can spell trouble for any opponent that has issues dealing with [[juggling]]. Lastly, down aerial can be used as a highly damaging out of shield or 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.


Jigglypuff's unmatched floatiness, high air speed, multiple jumps and strong aerial game also give it a tremendous off-stage presence. First of all, it has a very solid [[recovery]]: its attributes alone allow it to recover from practically anywhere. Its high 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 also fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest reaching of recoveries without being put at risk; {{SSB4|Cloud}}, {{SSB4|Ness}}, {{SSB4|Ganondorf}}, {{SSB4|Dr. Mario}} and especially {{SSB4|Little Mac}} 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's unmatched floatiness, fast air speed, multiple jumps and strong aerial game also give it a tremendous off-stage presence. Despite lacking a traditional [[recovery]] move, its recovery is very solid regardless thanks to its attributes allowing it to recover from practically anywhere. 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 also fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest reaching of recoveries without being put at risk; {{SSB4|Cloud}}, {{SSB4|Ness}}, {{SSB4|Ganondorf}}, {{SSB4|Dr. Mario}} and especially {{SSB4|Little Mac}} 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.


Finally, Jigglypuff has a trump card in [[Rest]], its signature move: it has very high knockback at all percentages, to the point where it can reliably KO any character at 70%. It hits on frame 2 with a [[flower]] effect and has full [[invincibility]] until Jigglypuff closes its eyes. In addition to being an incredible [[punish]], Rest is made even scarier by Jigglypuff's ability to true combo into the move, though this is sometimes situational. The easiest way to confirm one 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 low as 35%. Up tilt can also lead into Rest, which can be used to rack up at least 30%, but opponents get sent too far away after low percentages. Finally, 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]] or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. For all its potential, however, Rest has the slowest [[interruptibility]] in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, and thus being a gamble to attempt in almost any circumstance.
Finally, Jigglypuff has a trump card in [[Rest]], its signature move: it has very high knockback at all percentages, to the point where it can reliably KO any character at 70%. It hits on frame 2 with a [[flower]] effect and has full [[invincibility]] until Jigglypuff closes its eyes. In addition to being an incredible [[punish]], Rest is made even scarier by Jigglypuff's ability to true combo into the move, though this is sometimes situational. The easiest way to confirm one 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 low as 35%. Up tilt can also lead into Rest, which can be used to rack up at least 30%, but opponents get sent too far away after low percentages. Finally, 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]] or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. For all its potential, however, Rest has the slowest [[interruptibility]] in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, and thus being a gamble to attempt in almost any circumstance.
Line 45: Line 47:


==Changes from ''Brawl''==
==Changes from ''Brawl''==
Despite being the third worst character in ''[[Brawl]]'', Jigglypuff has received a mix of buffs and nerfs in the transition from ''Brawl'' to ''SSB4'', both directly and indirectly, but was nerfed due to none of its critical flaws being addressed, but rather worsened, and its few strengths like its air game and edgeguarding ability, having been nerfed.  
Despite being ranked as the third worst character in ''[[Brawl]]'', Jigglypuff has received a mix of buffs and nerfs (both directly and indirectly) in the transition to ''SSB4''. However, it was ultimately nerfed due to none of its critical flaws being addressed, but rather worsened, while its few strengths (such as its air game and edgeguarding ability) have been nerfed.
 
Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of [[Edge-hogging|edge hogging]] gives it a much harder time edgeguarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as [[Pound]] grants less momentum. The addition of [[rage]] hinders its already poor endurance, and it usually cannot survive long enough to make effective use of the mechanic. The changes to [[shield]] mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a much greater liability than in past games.


Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of [[edge-hogging]] gives it a much harder time edgeguarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as [[Pound]] grants less momentum. The addition of [[rage]] exacerbates its poor endurance, and it usually cannot survive long enough to make effective use of the mechanic, most notably with Rest, which regained most of the power that it lost in ''Brawl''. The changes to [[shield]] mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a much greater liability than in past games. On the other hand, Jigglypuff benefits from the drastic changes to [[hitstun]] canceling, as it is now able to perform true combos with its aerials again, though this is counter-balanced by its air game being nerfed: its up, down and back aerials (notably the latter) have increased lag, while its lower short hop removes both its ability to use two short hopped aerials and a short hopped down aerial's approach ability due to it no longer autocanceling. Lastly, its ground game was weakened, as its smash attacks deal less damage and knockback, while its faster dashing speed does not compensate for it. Its KOing ability is noticeably worse, and even with the changes to hitstun, it still has difficulty landing Rest. As a result, its approach has been nerfed as well.
On the other hand, Jigglypuff benefits from the drastic changes to [[hitstun]] canceling, as it is now able to perform true combos with its aerials again, though this is counter-balanced by its air game being nerfed: its up, down and back aerials (notably the latter) have increased lag, while its lower short hop removes both its ability to use two short hopped aerials and a short hopped down aerial's approach ability due to it no longer autocanceling. Lastly, its ground game was weakened, as its smash attacks deal less damage and knockback, while its faster dashing speed does not compensate for it. Its KOing ability is noticeably worse, and even with the changes to hitstun, it still has difficulty landing Rest. As a result, its approach has been nerfed as well.


However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been largely restored since ''Brawl'', which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, at the cost of back aerial's noticeable speed loss. Also, its dash attack is now able to block weak attacks, giving it both a new approach tactic and a way to deal with projectiles.
However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been largely restored since ''Brawl'', which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, at the cost of back aerial's noticeable speed loss. Also, its dash attack is now able to block weak attacks, giving it both a new approach tactic and a way to deal with projectiles.
Line 54: Line 58:


===Aesthetics===
===Aesthetics===
*{{change|Jigglypuff's design has undergone a few changes, much like the other playable Pokémon in ''SSB4''. It now has smaller eyes, which are a brighter shade of cyan and farther apart from each other. Its mouth is wider, positioned higher and stays closed as a smile instead of being perpetually open. Jigglypuff is also, like many other characters, more expressive than in previous installments.}}
*{{change|Jigglypuff's design has undergone a few changes, much like the other playable Pokémon in ''SSB4''. It now has smaller eyes, which are a brighter shade of cyan and farther apart from each other. Its mouth is wider, positioned higher and stays closed as a smile instead of being perpetually open. Jigglypuff is also more expressive than in previous installments.}}


===Attributes===
===Attributes===
*{{change|The general change in size between smaller and larger characters makes Jigglypuff's hurtbox shorter than in ''Brawl'', which is especially noticeable among characters typically depicted as large or small in their respective series. However, this also hinders its range.}}
*{{change|The general change in size between smaller and larger characters makes Jigglypuff's hurtbox shorter than in ''Brawl'', which is especially noticeable among characters typically depicted as large or small in their respective series. However, this also hinders its range.}}
*{{nerf|The 19% damage increase to shields and the significant increase to [[shieldstun]] both significantly hinder Jigglypuff's survivability, due to its [[shield jump]] instantly ceiling KOing it.}}
*{{nerf|The 19% damage increase to shields and the significant increase to [[shieldstun]] both significantly hinder Jigglypuff's survivability, due to its [[shield jump]] instantly ceiling KOing it.}}
*{{buff|The changes to hitstun canceling improve Jigglypuff's aerial combo game.}}
*{{nerf|The removal of [[Edge-hogging|edge hogging]] and the introduction of edge trumping both hinder Jigglypuff's edgeguarding game.}}
*{{nerf|The removal of edge hogging and the introduction of edge trumping both hinder Jigglypuff's edgeguarding game.}}
*{{buff|Jigglypuff [[dash]]es faster (1.1 → 1.155).}}
*{{buff|Jigglypuff [[dash]]es faster (1.1 → 1.155).}}
*{{nerf|[[Short hop]] is lower, which prevents Jigglypuff from performing two aerials from a short hop.}}
*{{nerf|[[Short hop]] is lower, which prevents Jigglypuff from performing two aerials from a short hop.}}
Line 66: Line 69:
===Ground attacks===
===Ground attacks===
*{{buff|Neutral attack connects together better due to its new vertical trajectory.}}
*{{buff|Neutral attack connects together better due to its new vertical trajectory.}}
*{{nerf|Neutral attack can no longer [[jab reset]], removing Jigglypuff's most reliable way to safely set up [[Rest]] or a charged smash attack from a missed tech. The second hit also has increased ending lag (11 frames → 14).}}
*{{nerf|Neutral attack can no longer [[jab reset]], removing Jigglypuff's most reliable way to safely set up [[Rest]] or a charged smash attack from a missed [[tech]]. The second hit also has increased ending lag (11 frames → 14).}}
*{{buff|Dash attack can no longer rebound, improving its approach potential due to it now being capable of blocking projectiles and most attacks.}}
*{{buff|Dash attack no longer rebounds, improving its approach potential due to it now being capable of blocking projectiles and most attacks.}}
*{{nerf|All smash attacks deal less damage (16%/13% → 15%/12% (forward), 15%/13% → 14%/12% (up), 12% → 11% (down)). However, only forward smash's knockback scaling was compensated (103 → 115), while up and down smashes' were not (100 → 105 (up), 66 → 69 (down)), making them weaker as a result.}}
*{{nerf|All smash attacks deal less damage (16%/13% → 15%/12% (forward), 15%/13% → 14%/12% (up), 12% → 11% (down)). However, only forward smash's knockback scaling was compensated (103 → 115), while up and down smashes' were not (100 → 105 (up), 66 → 69 (down)), making them weaker as a result.}}
*{{buff|Up and down smashes have decreased ending lag (35 frames → 27 (up), 37 frames → 34 (down)).}}
*{{buff|Up and down smashes have decreased ending lag (35 frames → 27 (up), 37 frames → 34 (down)).}}
Line 73: Line 76:


===Aerial attacks===
===Aerial attacks===
*{{buff|Neutral aerial deals 1% more damage (10% → 11%) and significantly increased knockback (20 (base)/90 (scaling) → 30/100).}}
*{{buff|The changes to hitstun canceling improve Jigglypuff's aerial combo game.}}
*{{nerf|Forward aerial deals 3% less damage (12%/10% → 9%) and decreased knockback scaling (108 → 98), significantly hindering its KO potential.}}
*{{buff|Neutral aerial deals 1% more damage (10% → 11%) and has significantly increased knockback (20 (base)/90 (scaling) → 30/100).}}
*{{nerf|Forward aerial deals 3% less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98), significantly hindering its KO potential.}}
*{{buff|Forward aerial's decreased knockback improves its combo potential, similarly to in ''Melee''.}}
*{{buff|Forward aerial's decreased knockback improves its combo potential, similarly to in ''Melee''.}}
*{{buff|Back aerial deals 1% more damage (12% → 13%) and the attack deals significantly increased knockback (0/10 (base)/90 (scaling) → 0/30/120), improving its KO potential.}}
*{{buff|Back aerial deals 1% more damage (12% → 13%) and has significantly increased knockback (0/10 (base)/90 (scaling) → 0/30/120), improving its KO potential.}}
*{{nerf|Back aerial has increased start-up (8 frames → 12), decreased active frames (4 frames → 2), increased ending lag (20 frames → 27), a slower [[autocancel]] window (frame 23 → 28) and increased landing lag (15 frames → 18). This significantly hinders its spacing and [[Wall of Pain]] potentials.}}
*{{nerf|Back aerial has increased start-up (8 frames → 12), decreased active frames (4 frames → 2), increased ending lag (20 frames → 27), a slower [[autocancel]] window (frame 23 → 28) and increased landing lag (15 frames → 18). This significantly hinders its spacing and [[Wall of Pain]] potentials.}}
*{{buff|Up aerial has increased active frames (9 frames → 13) and increased vertical reach.}}
*{{buff|Up aerial has increased active frames (9 frames → 13) and increased vertical reach.}}
*{{nerf|Up aerial has increased start up (8 frames → 9) and increased ending lag (16 frames → 24).}}
*{{nerf|Up aerial has increased start up (8 frames → 9) and ending lag (16 frames → 24).}}
*{{nerf|Down aerial deals 2% less damage if all hits connect (16% → 14%), increased start-up (frame 5 → 7) and no longer autocancels from a short hop.}}
*{{nerf|Down aerial deals 2% less damage if all hits connect (16% → 14%). It also has increased start-up (frame 5 → 7) and no longer autocancels from a short hop.}}
*{{buff|Down aerial is harder to [[SDI]] out of.}}
*{{buff|Down aerial is harder to [[SDI]] out of.}}
*{{change|Down aerial now launches opponents backward. This improves its edgeguarding potential and gives Jigglypuff some new follow-up options, but removes some previous follow-up options.}}
*{{change|Down aerial now launches opponents backward. This improves its edgeguarding potential and grants it new follow-up options, but removes some of its previous follow-up options.}}


===Throws/other attacks===
===Throws/other attacks===
Line 88: Line 92:
*{{buff|Dash and pivot grabs have decreased start-up (frame 10-11 → 8-9 (dash), frame 10-11 → 9-10 (pivot)).}}
*{{buff|Dash and pivot grabs have decreased start-up (frame 10-11 → 8-9 (dash), frame 10-11 → 9-10 (pivot)).}}
*{{buff|Pummel deals 0.1% more damage (3% → 3.1%) and is faster.}}
*{{buff|Pummel deals 0.1% more damage (3% → 3.1%) and is faster.}}
*{{change|Pummel's animation has changed. Jigglypuff now uses its free arm to slap the opponent, instead of striking with its tuft of hair.}}
*{{change|Pummel's animation has changed. Jigglypuff now uses its free arm to slap the opponent, instead of striking them with its tuft of hair.}}
*{{buff|Both floor attacks deal 1% more damage (6% → 7%).}}
*{{buff|Both floor attacks deal 1% more damage (6% → 7%).}}


===Special moves===
===Special moves===
*{{nerf|Fully charged [[Rollout]] deals 4% less damage (18% → 14%) and decreased knockback. Jigglypuff can no longer move in midair after hitting an opponent, hindering its recovery potential.}}
*{{nerf|Fully charged [[Rollout]] deals 4% less damage (18% → 14%) and has decreased knockback. Jigglypuff can also no longer move in midair after hitting an opponent, hindering its recovery potential.}}
*{{buff|Rollout travels faster and deals more damage when traveling along slopes, such as on [[Green Hill Zone]] and [[Corneria]]. It can also bypass certain [[counterattack]]s.}}
*{{buff|Rollout travels faster and deals more damage when traveling along slopes, such as on [[Green Hill Zone]] and [[Corneria]]. It can also bypass certain [[counterattack]]s.}}
*{{buff|The 19% damage increase to shields benefits [[Pound]], allowing it to break a shield that is below 70% of its health.}}
*{{buff|The 19% damage increase to shields benefits [[Pound]], allowing it to break a shield that is below 70% of its health.}}
*{{nerf|Pound's decreased momentum hinders its recovery potential.}}
*{{nerf|Pound's decreased momentum hinders its recovery potential.}}
*{{buff|[[Rest]] deals 5% more damage (15% → 20%), which greatly increases its knockback despite its decreased knockback scaling (75 → 66). It also a larger hitbox (2.6u → 3.4u) and significantly decreased ending lag (246 frames → 226), making it both slightly easier to land and slightly safer.}}
*{{buff|[[Rest]] deals 5% more damage (15% → 20%), which greatly increases its knockback despite its decreased knockback scaling (75 → 66). It also has a larger hitbox (2.6u → 3.4u) and has significantly decreased ending lag (246 frames → 226), slightly improving its accuracy and safety.}}
*{{nerf|The implementation of blast KOs from the upper blast line hinders Rest's safety as a finisher, due to it possibly allowing the opponent to respawn quickly and have a chance to punish Jigglypuff. Conversely, the lengthening of [[screen KO]]s hinders an opponent's chance to punish Jigglypuff, as they now last just as long as [[star KO]]s.}}
*{{change|The implementation of blast KOs from the upper blast line hinders Rest's safety as a finisher, due to it possibly allowing the opponent to respawn quickly and have a chance to punish Jigglypuff. Conversely, the lengthening of [[screen KO]]s hinders an opponent's chance to punish Jigglypuff, as they now last just as long as [[star KO]]s.}}
*{{nerf|[[Puff Up]] deals 1% less damage (18% → 17%).}}
*{{nerf|[[Puff Up]] deals 1% less damage (18% → 17%).}}
*{{buff|Puff Up significantly increases Jigglypuff's size, to the point that most stages are entirely covered, significantly increasing its reach.}}
*{{buff|Puff Up significantly increases Jigglypuff's size, to the point that most stages are entirely covered, significantly increasing its reach.}}
Line 104: Line 108:


==Update history==
==Update history==
Jigglypuff is notorious for not receiving any direct changes despite being considered a bottom-tier character. However, the changes to shield mechanics in updates [[1.1.0]] and [[1.1.1]] indirectly nerfed Jigglypuff, as it is now significantly frailer than in previous installments due to being instantly KO'd by having its shield broken, making its overall endurance the second worst in the series, only surpassed by {{SSBM|Pichu}} in ''[[Melee]]''.  Conversely, these changes also make Jigglypuff's attacks slightly safer on shield (most notably its back aerial) and benefits Pound's high shield damage output, improving its limited approach. It also benefits from the nerfs given to some of its harder match-ups in recent game updates, such as {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}. But overall, it fares much worse relative to the cast than in the initial release, due to remaining completely stagnant in patches.
Jigglypuff is notorious for not receiving any direct changes despite being universally considered a bottom-tier character. However, the changes to shield mechanics in updates [[1.1.0]] and [[1.1.1]] indirectly nerfed Jigglypuff, as it is now significantly frailer than in previous installments due to being instantly KO'd by having its shield broken, making its overall endurance the second worst in the series, only surpassed by {{SSBM|Pichu}} in ''[[Melee]]''.  Conversely, these changes also make Jigglypuff's attacks slightly safer on shield (most notably its back aerial) and benefits Pound's high shield damage output, improving its limited approach. It also benefits from the nerfs given to some of its harder match-ups in recent game updates, such as {{SSB4|Sheik}}, {{SSB4|Zero Suit Samus}} and {{SSB4|Bayonetta}}. However, it still fares much worse relative to the cast than it did during the initial release, due to not receiving any truly significant changes from game updates.


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
Line 122: Line 126:
|utiltname= 
|utiltname= 
|utiltdmg=9%
|utiltdmg=9%
|utiltdesc=A scorpion kick. Has some start-up, but is somewhat powerful for a tilt attack, as it begins KOing at 143%. Although it is best used for scoring KOs, it also possesses some combo potential similarly to {{SSB4|Kirby}}'s up tilt, though not to the same degree. It can combo into itself up to three times, a reversed forward tilt, an uncharged up smash or a short hopped up aerial. However, these combos are only effective against heavyweights and fast-fallers beginning at 0% and up to 36%, with the first combo in particular only being effective against fast-fallers when it is used up to three times. While it can hit opponents in front of Jigglypuff, it has to practically touch them in order to land it.
|utiltdesc=A scorpion kick. Has some start-up, but is somewhat powerful for a tilt attack, as it begins KOing at 143%. Although it is best used for scoring KOs, it also possesses some combo potential like {{SSB4|Kirby}}'s up tilt, though not to the same degree. It can combo into itself up to three times, a reversed forward tilt, an uncharged up smash or a short hopped up aerial. However, these combos are only effective against heavyweights and fast-fallers beginning at 0% and up to 36%, with the first combo in particular only being effective against fast-fallers when it is used up to three times. While it can hit opponents in front of Jigglypuff, it has to practically touch them in order to land it.
|dtiltname= 
|dtiltname= 
|dtiltdmg=10%
|dtiltdmg=10%
Line 128: Line 132:
|dashname= 
|dashname= 
|dashdmg=12%
|dashdmg=12%
|dashdesc=A dashing headbutt. Decently quick with good knockback for a dash attack and its hitbox blocks opposing attacks, although Jigglypuff's slow dashing speed somewhat limits its utility. Begins KOing at 129% when near the ledge.
|dashdesc=A dashing headbutt. Decently quick with good knockback for a dash attack and its hitbox blocks opposing attacks, although Jigglypuff's slow dashing speed somewhat limits its utility. Begins KOing at 129% when near the edge.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|fsmashdmg={{ChargedSmashDmgSSB4|15}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|fsmashdesc=A thrust kick. Powerful, but has considerable ending lag. Begins KOing at 101% near the ledge.
|fsmashdesc=A thrust kick. Powerful, but has considerable ending lag. Begins KOing at 101% near the edge.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|14}} (clean), {{ChargedSmashDmgSSB4|12}} (late)
Line 146: Line 150:
|bairname= 
|bairname= 
|bairdmg=13%
|bairdmg=13%
|bairdesc=A spinning back kick. Jigglypuff's slowest aerial lacks a lingering hitbox unlike its other aerials, but has strong knockback while still being reasonably quick, making it a potent finisher. KOs at 120% near the ledge.
|bairdesc=A spinning back kick. Jigglypuff's slowest aerial lacks a lingering hitbox unlike its other aerials, but has strong knockback while still being reasonably quick, making it a potent finisher. KOs at 120% near the edge.
|uairname= 
|uairname= 
|uairdmg=9%
|uairdmg=9%
Line 175: Line 179:
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Kicks in front of it, then behind it.  
|floorbdesc=Kicks in front of itself, then behind itself.  
|floortname= 
|floortname= 
|floortdmg=10%
|floortdmg=10%
Line 181: Line 185:
|edgename=   
|edgename=   
|edgedmg=6%
|edgedmg=6%
|edgedesc=A flip kick onto the stage.
|edgedesc=Performs a flip kick while climbing up onto the stage.
|nsdefname=Rollout
|nsdefname=Rollout
|nsdefdmg=14% (fully charged)
|nsdefdmg=14% (fully charged)
Line 204: Line 208:
|usdefdesc=Sings its signature song, putting nearby opponents to sleep. The more damage they have taken, the longer they will sleep, making them susceptible to attacks, such as smash attacks or Rest. However, the song is short-ranged and makes Jigglypuff itself vulnerable to being attacked as well. Unlike typical up specials, Sing does not grant any vertical distance, resulting in it almost never being used in competitive play.
|usdefdesc=Sings its signature song, putting nearby opponents to sleep. The more damage they have taken, the longer they will sleep, making them susceptible to attacks, such as smash attacks or Rest. However, the song is short-ranged and makes Jigglypuff itself vulnerable to being attacked as well. Unlike typical up specials, Sing does not grant any vertical distance, resulting in it almost never being used in competitive play.
|usc1name=Hyper Voice
|usc1name=Hyper Voice
|usc1dmg=3% (first and second sound waves), 5% (third sound wave)
|usc1dmg=3% (hit 1-2), 5% (hit 3)
|usc1desc=Sings a song that deals damage rather than putting opponents to sleep. The first sound wave causes opponents to flinch, the second does not and the third has the most range as well as decent knockback. However, it is slower.  
|usc1desc=Sings a song that deals damage rather than putting opponents to sleep. The first sound wave causes opponents to flinch, the second does not and the third has the most range as well as decent knockback. However, it is slower.  
|usc2name=Spinphony
|usc2name=Spinphony
|usc2dmg=1% (second sound wave), 2% (third sound wave)
|usc2dmg=— (hit 1), 1% (hit 2), 2% (hit 3)
|usc2desc=Deals damage and flips opponents, similarly to {{SSB4|Mario}}'s [[Cape]]. However, the flip effect only occurs if the opponent is facing Jigglypuff. Start-up and execution are extremely slow and unlike Hyper Voice, its first sound wave deals no damage at all. It is also not good for [[edgeguarding]] due to making opponents flinch, allowing them to use a second recovery move.
|usc2desc=Deals damage and flips opponents, similarly to {{SSB4|Mario}}'s [[Cape]]. However, the flip effect only occurs if the opponent is facing Jigglypuff. Start-up and execution are extremely slow and unlike Hyper Voice, its first sound wave deals no damage at all. It is also not good for [[edgeguarding]] due to making opponents flinch, allowing them to use a second recovery move.
|dsdefname=Rest
|dsdefname=Rest
Line 216: Line 220:
|dsc1desc=Leaps into the air while falling asleep. It has less strength, but has quicker start-up and can still reliably score KOs. Since Jigglypuff is sleeping, it cannot grab ledges while jumping, making it an ineffective recovery as with the normal Rest.  
|dsc1desc=Leaps into the air while falling asleep. It has less strength, but has quicker start-up and can still reliably score KOs. Since Jigglypuff is sleeping, it cannot grab ledges while jumping, making it an ineffective recovery as with the normal Rest.  
|dsc2name=Wakie Wakie
|dsc2name=Wakie Wakie
|dsc2dmg=14%-15% (explosion), 5% (recoil damage)
|dsc2dmg=14%-15% (explosion)
|dsc2desc=Pushes opponents back while sleeping and creates an explosion upon waking up. The move loses its tremendously powerful (but tiny) hitbox at the start and inflicts 5% recoil damage, but Jigglypuff takes a shorter nap and the explosion deals 14%-15% [[flame]] damage.  
|dsc2desc=Pushes opponents back while sleeping and creates an explosion upon waking up. The move loses its tremendously powerful (but tiny) hitbox at the start and inflicts 5% [[recoil damage]], but Jigglypuff takes a shorter nap and the explosion deals 14%-15% [[flame]] damage.  
|fsname=Puff Up
|fsname=Puff Up
|fsdmg=17%
|fsdmg=17%
Line 256: Line 260:
|victory-desc=A small excerpt of the music that would play on the title screen of [[bulbapedia:Generation I|''Pokémon Red'', ''Blue'' and ''Green Versions'']].
|victory-desc=A small excerpt of the music that would play on the title screen of [[bulbapedia:Generation I|''Pokémon Red'', ''Blue'' and ''Green Versions'']].
|desc-1=Jumps twice, then does a backflip and looks toward the screen.
|desc-1=Jumps twice, then does a backflip and looks toward the screen.
|desc-2=Shivers and suddenly jumps up, rolling back and forth on its back.
|desc-2=Shivers while asleep and suddenly jumps up after awaking, rolling back and forth on its back.
|desc-3=Sleeps and then suddenly awakens. It continues to drift off to sleep and wake up groggily.
|desc-3=Sleeps and then suddenly awakens. It continues to drift off to sleep and wake up drowsily.
|char=Jigglypuff}}
|char=Jigglypuff}}



Revision as of 21:18, July 22, 2016

This article is about Jigglypuff's appearance in Super Smash Bros. 4. For the character in other contexts, see Jigglypuff.
Jigglypuff
in Super Smash Bros. 4
Jigglypuff
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in SSB
in Melee
in Brawl
Availability Unlockable (3DS)
Starter (Wii U)
Final Smash Puff Up
Tier J (55)
Jigglypuff (SSB4)

Jigglypuff (プリン, Purin) is a playable character in Super Smash Bros. 4. It was formally added to the official website on November 5th, 2014, though the launch of Super Smash Bros. for Nintendo 3DS in Japan two months prior meant that its return to the series was already known. It was also seen several times during the Super Smash Bros. for Wii U: 50-Fact Extravaganza. Jigglypuff is once again voiced by Rachael Lillis in English and Mika Kanai in Japanese, albeit with the same voice clips from earlier installments. As in previous games, it also has different voice actresses in French and German due to name changes.

Jigglypuff is ranked 55th out of 56 on the tier list, placing it in the J tier. This is a very slight drop from its already abysmal ranking of 36th out of 38 in Brawl. Jigglypuff retains its strong air game; it has nearly unrivaled aerial mobility thanks to its multiple midair jumps and good juggling ability thanks to its fast and long-lasting aerial attacks. All of these attributes facilitate a strong edgeguarding ability, for it can perform its signature Wall of Pain technique, and it has a potent finisher in its back aerial. Additionally, Rest has regained most of its KO power that was lost in Brawl.

However, Jigglypuff also retains its glaring weaknesses, as it still suffers from a terrible ground game due to its slow mobility, short reach, and lackluster grab game with no grab combos to speak of. Jigglypuff also has severe issues KOing, with laggy finishers and Rest being very difficult to land without a hard read. Its endurance is unarguably the worst, as it is extremely floaty and is the lightest character in the game. This is exacerbated by the new rage mechanic and weaker shields, the latter of which exploits its deadly shield jump. Overall, Jigglypuff's weaknesses completely nullify its strengths, and despite its terrible placing in Brawl, it is considered to be much worse in SSB4. This is further evident by the majority of its fellow veterans having received numerous buffs.

It is also worth noting Jigglypuff has not received any buffs over game updates as of 1.1.6, even though several other bottom-tier characters have been buffed in past updates. As a result, Jigglypuff has received virtually no tournament representation and results, and while its current tier placement reflects the 1.1.3 metagame, it is now widely considered to be the worst character in the game.

How to unlock

  • Collect 30 different equipment items.
  • Play 120 VS Matches.

After completing one of the two methods, Jigglypuff must then be defeated on Unova Pokémon League.

Jigglypuff does not have to be unlocked in Super Smash Bros. for Wii U.

Attributes

Jigglypuff is a character of the extremes: it has the second highest traction, the second fastest air speed, its air acceleration is one of the fastest, the slowest falling speed and the lowest gravity. These stats make Jigglypuff a very mobile character in the air and give it easily controllable ground movement. However, it has the slowest walking speed and the second slowest dashing speed, as well as the lowest weight and the weakest jumps. These make it unable to quickly traverse the stage on foot and susceptible to early KOs. To make up for its low jumping force, however, it has six midair jumps, which further enhance its aerial evasiveness.

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 with an attack's final frames. Additionally, and with the exception of up aerial, all of its aerials have enough range to be spaced correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and approach opponents almost noncommittally in the air. Finally, all of them have at least one area they excel in. Neutral aerial is Jigglypuff's fastest aerial and one of the strongest sex kicks in the game, even when stale, and can easily gimp poor recoveries due to its late hitbox being just strong enough. Due to its speed and power, it also works as a good out of shield or approach option. Forward aerial has the second weakest knockback of Jigglypuff's aerials, but due to this, it has good combo game, allows it to easily put opponents offstage, and is the main component of the very well known wall of pain: once an opponent with a poor recovery is sent off-stage, Jigglypuff can followup with several other forward aerials until they reach the blast zone, from where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, KOing reliably at 135%. It is also safe on shield due to its high damage output and above average hitlag, though it is also its slowest aerial, making it a bit predictable. Up aerial has an immensely long-lasting hitbox, which can spell trouble for any opponent that has issues dealing with juggling. Lastly, down aerial can be used as a highly damaging out of shield or 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.

Jigglypuff's unmatched floatiness, fast air speed, multiple jumps and strong aerial game also give it a tremendous off-stage presence. Despite lacking a traditional recovery move, its recovery is very solid regardless thanks to its attributes allowing it to recover from practically anywhere. 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 also fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest reaching of recoveries without being put at risk; Cloud, Ness, Ganondorf, Dr. Mario and especially Little Mac 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.

Finally, Jigglypuff has a trump card in Rest, its signature move: it has very high knockback at all percentages, to the point where it can reliably KO any character at 70%. It hits on frame 2 with a flower effect and has full invincibility until Jigglypuff closes its eyes. In addition to being an incredible punish, Rest is made even scarier by Jigglypuff's ability to true combo into the move, though this is sometimes situational. The easiest way to confirm one 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 low as 35%. Up tilt can also lead into Rest, which can be used to rack up at least 30%, but opponents get sent too far away after low percentages. Finally, 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 or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. For all its potential, however, Rest has the slowest interruptibility in the game, allowing Jigglypuff to move only after five and a half seconds if the move is inputted, and thus being a gamble to attempt in almost any circumstance.

Jigglypuff is also held back by four serious weaknesses, which also create other kinds of noticeable flaws. The most detrimental is its survivability. Jigglypuff's stats result in it having the shortest endurance in the game. As a result, it can be knocked out at 40% with a sufficiently strong attack. Unlike in Melee, Jigglypuff is unable to use its floatiness defensively outside of SDI. The introduction of rage is an additional burden, since opponents can send it flying even earlier. 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 has enough force to KO it even from the very bottom of Palutena's Temple. This makes shielding very 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. While most of its ground moves are fast in proportion to their power, its crippling lack of range and slow ground approach prevent it from racking up large amounts of damage with only a few moves. This is further worsened when considering the utility of its grounded attacks: neutral attack's incredible speed can lead into additional follow-ups, forward tilt is fast and highly damaging, up tilt can KO at unusually low percentages, and down tilt is a semi-spike with high base knockback. As for its smash attacks, forward smash has incredibly 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 the second most damaging set of throws (tied with Ganondorf's and being surpassed only by Bowser's), the former have very short range and the latter lack any follow-up or KO potentials. This also results in Jigglypuff being easily kept at bay by shields without usage of Pound's high shield damage.

Next, Jigglypuff's approach, despite being good in the air, is overall predictable and flawed. Most of the time, Jigglypuff might have to be close to the opponent, read its reaction in order to approach, or bait it in order to make its move. Its aerial moves aren't good for approaching from a long distance as they're unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration and despite its low cooldown. Coupled with the overall short range on its attacks, it is at a big disadvantage against characters with big disjoints like Marth, Shulk and Cloud. Lastly, half of Jigglypuff's special moveset is largely useless. Rollout is a chargeable attack that can KO incredibly early no matter where it is used, but is incredibly predictable and immobilizes Jigglypuff even after a successful hit. Sing has awkward timing, little range and does not work on aerial opponents. Its sleep effect can also be shortened with button mashing, reducing its otherwise devastating consequences. As a result, Jigglypuff has no reliable recovery move, instead relying on its remaining jumps and Pound to recover, making it easy to gimp in spite of its usual off-stage comfort. Sometimes, a footstool jump might be all what it takes to gimp Jigglypuff to its doom.

Like Zero Suit Samus, Zelda and King Dedede, Jigglypuff has among the least effective custom moves, with only three having utility that overall surpass the default versions. Relentless Rollout has much less power, but is much faster, hits multiple times and pierces opponents, making it less punishable and allowing it to be used as a recovery mix-up. Pound Blitz is slower and less powerful, but can still pressure shields while hitting multiple times and granting more momentum. Lastly, Hyper Voice is better for protecting Jigglypuff, since it deals realistic knockback and works in the air. These benefits are marginal, however, and its other custom moves are disregarded in favor of the default versions, due to their infamously low utility, most notably, Spinphony is most of the time considered the worst custom move, as it has very high startup, a very long interval between its active hitboxes, and very long ending lag, which are flaws that more than make up for the moves' utility at reversing opponents out.

Overall, Jigglypuff can rack up damage and KO opponents faster, but can be KO'd just as quickly. As a result of its risky playstyle, it has notoriously low tournament representation and almost no tournament results in singles play. Despite this, it should be noted that Jigglypuff is a force to be reckoned with in doubles, as its combination of evasiveness and strength are well-suited to this environment courtesy of a teammate's attacks giving Jigglypuff many new options.

Changes from Brawl

Despite being ranked as the third worst character in Brawl, Jigglypuff has received a mix of buffs and nerfs (both directly and indirectly) in the transition to SSB4. However, it was ultimately nerfed due to none of its critical flaws being addressed, but rather worsened, while its few strengths (such as its air game and edgeguarding ability) have been nerfed.

Jigglypuff is, for the most part, adversely affected by universal gameplay changes. The removal of edge hogging gives it a much harder time edgeguarding opponents, and while a number of characters have had their recoveries buffed, Jigglypuff's recovery was overall nerfed, as Pound grants less momentum. The addition of rage hinders its already poor endurance, and it usually cannot survive long enough to make effective use of the mechanic. The changes to shield mechanics further compound its frailty, as Jigglypuff's unusual shield jump is now a much greater liability than in past games.

On the other hand, Jigglypuff benefits from the drastic changes to hitstun canceling, as it is now able to perform true combos with its aerials again, though this is counter-balanced by its air game being nerfed: its up, down and back aerials (notably the latter) have increased lag, while its lower short hop removes both its ability to use two short hopped aerials and a short hopped down aerial's approach ability due to it no longer autocanceling. Lastly, its ground game was weakened, as its smash attacks deal less damage and knockback, while its faster dashing speed does not compensate for it. Its KOing ability is noticeably worse, and even with the changes to hitstun, it still has difficulty landing Rest. As a result, its approach has been nerfed as well.

However, Jigglypuff also received some buffs, most notably Rest's aforementioned power having been largely restored since Brawl, which also scales well with rage. Its neutral and back aerials have been buffed to KO at realistic percentages, at the cost of back aerial's noticeable speed loss. Also, its dash attack is now able to block weak attacks, giving it both a new approach tactic and a way to deal with projectiles.

These changes, however, do not compensate for the severe nerfs it received and as such, Jigglypuff is one of the few characters to have been truly nerfed in its transition from that game, alongside Meta Knight, Marth, Falco, Olimar and King Dedede. However, it is important to note several points: the former three characters have received noticeable buffs over game updates while Jigglypuff has not. Despite the latter two characters not receiving noticeable buffs on game updates, their nerfs in the transition are not significant enough compared to worsen their respective standings among the SSB4 cast, much less considering Jigglypuff's critical flaws. And finally, the majority of the Brawl cast has also been buffed to varying degrees, most notably its fellow low tiered companions, with two prominent examples being Mario and Captain Falcon. Due to this, Jigglypuff's representation and results in tournament play are still abysmal, possibly even worse; its tier position remains unchanged from Brawl, but with Ganondorf now rising past Jigglypuff, it has dropped from third lowest to second lowest. However, most players like FOW believe Jigglypuff, rather than Zelda, is currently the worst character in the game, as Zelda has at least seen rare use by Nairo and ven, and she has been buffed as of update 1.1.5, whereas Jigglypuff has not. As a result, it is believed by some to be either one of the worst characters, or the very worst, at least to some degree.

Aesthetics

  • Change Jigglypuff's design has undergone a few changes, much like the other playable Pokémon in SSB4. It now has smaller eyes, which are a brighter shade of cyan and farther apart from each other. Its mouth is wider, positioned higher and stays closed as a smile instead of being perpetually open. Jigglypuff is also more expressive than in previous installments.

Attributes

  • Change The general change in size between smaller and larger characters makes Jigglypuff's hurtbox shorter than in Brawl, which is especially noticeable among characters typically depicted as large or small in their respective series. However, this also hinders its range.
  • Nerf The 19% damage increase to shields and the significant increase to shieldstun both significantly hinder Jigglypuff's survivability, due to its shield jump instantly ceiling KOing it.
  • Nerf The removal of edge hogging and the introduction of edge trumping both hinder Jigglypuff's edgeguarding game.
  • Buff Jigglypuff dashes faster (1.1 → 1.155).
  • Nerf Short hop is lower, which prevents Jigglypuff from performing two aerials from a short hop.

Ground attacks

  • Buff Neutral attack connects together better due to its new vertical trajectory.
  • Nerf Neutral attack can no longer jab reset, removing Jigglypuff's most reliable way to safely set up Rest or a charged smash attack from a missed tech. The second hit also has increased ending lag (11 frames → 14).
  • Buff Dash attack no longer rebounds, improving its approach potential due to it now being capable of blocking projectiles and most attacks.
  • Nerf All smash attacks deal less damage (16%/13% → 15%/12% (forward), 15%/13% → 14%/12% (up), 12% → 11% (down)). However, only forward smash's knockback scaling was compensated (103 → 115), while up and down smashes' were not (100 → 105 (up), 66 → 69 (down)), making them weaker as a result.
  • Buff Up and down smashes have decreased ending lag (35 frames → 27 (up), 37 frames → 34 (down)).
  • Nerf The removal of DACUS slightly hinders Jigglypuff's already slow ground game due to making up smash more situational.

Aerial attacks

  • Buff The changes to hitstun canceling improve Jigglypuff's aerial combo game.
  • Buff Neutral aerial deals 1% more damage (10% → 11%) and has significantly increased knockback (20 (base)/90 (scaling) → 30/100).
  • Nerf Forward aerial deals 3% less damage (12%/10% → 9%) and has decreased knockback scaling (108 → 98), significantly hindering its KO potential.
  • Buff Forward aerial's decreased knockback improves its combo potential, similarly to in Melee.
  • Buff Back aerial deals 1% more damage (12% → 13%) and has significantly increased knockback (0/10 (base)/90 (scaling) → 0/30/120), improving its KO potential.
  • Nerf Back aerial has increased start-up (8 frames → 12), decreased active frames (4 frames → 2), increased ending lag (20 frames → 27), a slower autocancel window (frame 23 → 28) and increased landing lag (15 frames → 18). This significantly hinders its spacing and Wall of Pain potentials.
  • Buff Up aerial has increased active frames (9 frames → 13) and increased vertical reach.
  • Nerf Up aerial has increased start up (8 frames → 9) and ending lag (16 frames → 24).
  • Nerf Down aerial deals 2% less damage if all hits connect (16% → 14%). It also has increased start-up (frame 5 → 7) and no longer autocancels from a short hop.
  • Buff Down aerial is harder to SDI out of.
  • Change Down aerial now launches opponents backward. This improves its edgeguarding potential and grants it new follow-up options, but removes some of its previous follow-up options.

Throws/other attacks

  • Buff All grabs have decreased ending lag (23 frames → 20 (standing), 29 frames → 24 (dash), 25 frames → 22 (pivot)).
  • Buff Dash and pivot grabs have decreased start-up (frame 10-11 → 8-9 (dash), frame 10-11 → 9-10 (pivot)).
  • Buff Pummel deals 0.1% more damage (3% → 3.1%) and is faster.
  • Change Pummel's animation has changed. Jigglypuff now uses its free arm to slap the opponent, instead of striking them with its tuft of hair.
  • Buff Both floor attacks deal 1% more damage (6% → 7%).

Special moves

  • Nerf Fully charged Rollout deals 4% less damage (18% → 14%) and has decreased knockback. Jigglypuff can also no longer move in midair after hitting an opponent, hindering its recovery potential.
  • Buff Rollout travels faster and deals more damage when traveling along slopes, such as on Green Hill Zone and Corneria. It can also bypass certain counterattacks.
  • Buff The 19% damage increase to shields benefits Pound, allowing it to break a shield that is below 70% of its health.
  • Nerf Pound's decreased momentum hinders its recovery potential.
  • Buff Rest deals 5% more damage (15% → 20%), which greatly increases its knockback despite its decreased knockback scaling (75 → 66). It also has a larger hitbox (2.6u → 3.4u) and has significantly decreased ending lag (246 frames → 226), slightly improving its accuracy and safety.
  • Change The implementation of blast KOs from the upper blast line hinders Rest's safety as a finisher, due to it possibly allowing the opponent to respawn quickly and have a chance to punish Jigglypuff. Conversely, the lengthening of screen KOs hinders an opponent's chance to punish Jigglypuff, as they now last just as long as star KOs.
  • Nerf Puff Up deals 1% less damage (18% → 17%).
  • Buff Puff Up significantly increases Jigglypuff's size, to the point that most stages are entirely covered, significantly increasing its reach.
  • Change Puff Up has received a solitary hitbox once Jigglypuff reaches its maximum size and cries, rather than using multiple hitboxes during the shrink that occurs following the cry. This new hitbox deals damage, reasonable knockback (depending on the opponent's damage) and launches at the Sakurai angle, rather than simply blowing the opponent away with a windbox (depending on their proximity to Jigglypuff's center mass). With the shrink hitboxes removed, Jigglypuff cannot chain hits against opponents trapped against a wall for massive damage and mounting knockback.
  • Change Puff Up now makes the stage shake and Jigglypuff's eyes continue to glow yellow from the Final Smash effect when performing Puff Up.

Update history

Jigglypuff is notorious for not receiving any direct changes despite being universally considered a bottom-tier character. However, the changes to shield mechanics in updates 1.1.0 and 1.1.1 indirectly nerfed Jigglypuff, as it is now significantly frailer than in previous installments due to being instantly KO'd by having its shield broken, making its overall endurance the second worst in the series, only surpassed by Pichu in Melee. Conversely, these changes also make Jigglypuff's attacks slightly safer on shield (most notably its back aerial) and benefits Pound's high shield damage output, improving its limited approach. It also benefits from the nerfs given to some of its harder match-ups in recent game updates, such as Sheik, Zero Suit Samus and Bayonetta. However, it still fares much worse relative to the cast than it did during the initial release, due to not receiving any truly significant changes from game updates.

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Bug fix The instant reversal glitch of Rollout (by holding away while landing with Rollout when facing right) has been removed.
    • Nerf This slightly hinders Rollout's utility.
  • Bug fix There was previously an issue where if Jigglypuff landed with rollout while facing left and holding away, Jigglypuff could not turn around at any point after landing with Rollout and the move lacked a hitbox. This was fixed.


Moveset

  Name Damage Description
Neutral attack   3% Two very quick, yet extremely short-ranged punches. Can act as a pseudo-jab cancel into itself, forward tilt, down tilt, a grab or Pound.
3%
Forward tilt   10% A spinning roundhouse kick. Due to it being short-ranged, it is best used as a follow-up from neutral attack.
Up tilt   9% A scorpion kick. Has some start-up, but is somewhat powerful for a tilt attack, as it begins KOing at 143%. Although it is best used for scoring KOs, it also possesses some combo potential like Kirby's up tilt, though not to the same degree. It can combo into itself up to three times, a reversed forward tilt, an uncharged up smash or a short hopped up aerial. However, these combos are only effective against heavyweights and fast-fallers beginning at 0% and up to 36%, with the first combo in particular only being effective against fast-fallers when it is used up to three times. While it can hit opponents in front of Jigglypuff, it has to practically touch them in order to land it.
Down tilt   10% A crouching shin kick. Good for setting up edgeguards.
Dash attack   12% A dashing headbutt. Decently quick with good knockback for a dash attack and its hitbox blocks opposing attacks, although Jigglypuff's slow dashing speed somewhat limits its utility. Begins KOing at 129% when near the edge.
Forward smash   15% (clean), 12% (late) A thrust kick. Powerful, but has considerable ending lag. Begins KOing at 101% near the edge.
Up smash   14% (clean), 12% (late) An upward headbutt. Like up tilt, it is most effective if the opponent is behind Jigglypuff. Begins KOing at 131%.
Down smash   11% A spinning split kick. Short-ranged, but it is a semi-spike and pushes opponents quite far.
Neutral aerial   11% (clean), 6% (late) A flying kick. It is a sex kick with a long-lasting late hitbox. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted. Commonly used to block opponents from the ledge or to end a Wall of Pain.
Forward aerial   9% (clean), 6% (late) A dropkick. Somewhat weak knockback, but good for spacing and can be used for a Wall of Pain. Has a lingering hitbox, though it does not as last as long as neutral aerial's.
Back aerial   13% A spinning back kick. Jigglypuff's slowest aerial lacks a lingering hitbox unlike its other aerials, but has strong knockback while still being reasonably quick, making it a potent finisher. KOs at 120% near the edge.
Up aerial   9% Waves its arm in an overhead arcing motion. Very short range, but its hitbox lingers without losing strength. Good for juggling and sharking.
Down aerial   1.5% (hits 1-8), 2% (hit 9), 14% (all hits connect) A diagonal corkscrew dropkick. Good out of shield option and somewhat effective as an anti-juggling option, but it is unsafe to land with due to its landing lag being punishable even on hit.
Grab   Reaches out. Second shortest reaching grab range the game behind R.O.B., though it has low ending lag.
Pummel   3% A slap. Its decent speed combined with its power makes it the second best pummel in the game, behind Kirby (third when counting max aura Lucario).
Forward throw   5% (hit 1), 5% (throw) Puffs up once to launch the opponent forward. Low knockback, but has low ending lag.
Back throw   10% A belly-to-back suplex. Good for putting opponents off the ledge to edge-guard with its aerials.
Up throw   10% Spins once to fling the opponent up. Jigglypuff's strongest throw, though it requires the use of stages with platforms and high rage to actually KO.
Down throw   4% (hit 1), 6% (throw) Pins the opponent to the ground and then rolls back and forth on their back, which launches them straight up.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Spins its legs around while getting up, kicking in front and behind it.
Floor attack (back)
Floor getups (back)
  7% Kicks in front of itself, then behind itself.
Floor attack (trip)
Floor getups (trip)
  10% Spins on the ground while kicking both sides, similarly to Captain Falcon's front floor attack.
Edge attack
Edge getups
  6% Performs a flip kick while climbing up onto the stage.
Neutral special Default Rollout 14% (fully charged) Rolls forward to attack, similarly to Yoshi's Egg Roll. The move's power, range, and speed can be increased by holding the special button. When it is fully charged, Jigglypuff will giggle and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else until it lands or is hit. This makes Rollout dangerous to use off-stage or at a ledge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the bottom blast line.
Custom 1 Relentless Rollout 1%-2% (loop) Charge time and travel speed are faster faster and it goes farther. The move does not end if it hits someone, instead rolling through them and dealing 1%-2% when fully charged for every time it makes contact. Much better for recovery than the default version.
Custom 2 Raging Rollout 16% The charge time is nearly twice that of the normal version and Jigglypuff cannot turn around, but Jigglypuff rolls faster and deals more knockback. This attack is also unblockable. High ending lag and meager horizontal distance make this custom move unsuited for recovery.
Side special Default Pound 11% Rears back its hand and then punches. Deals moderate knockback and its momentum moves Jigglypuff sideways, making it one of the two special moves it can use to recover. It also does a high amount of shield damage and has a surprisingly large, long-lasting hitbox.
Custom 1 Sideways Pound 7% Launches opponents at a semi-spike angle, though it has weaker recovery momentum and a lower damage output.
Custom 2 Pound Blitz 9% Hits multiple times, granting it more power, shield damage and recovery momentum. However, it has a slightly lower damage output and much greater ending lag.
Up special Default Sing Sings its signature song, putting nearby opponents to sleep. The more damage they have taken, the longer they will sleep, making them susceptible to attacks, such as smash attacks or Rest. However, the song is short-ranged and makes Jigglypuff itself vulnerable to being attacked as well. Unlike typical up specials, Sing does not grant any vertical distance, resulting in it almost never being used in competitive play.
Custom 1 Hyper Voice 3% (hit 1-2), 5% (hit 3) Sings a song that deals damage rather than putting opponents to sleep. The first sound wave causes opponents to flinch, the second does not and the third has the most range as well as decent knockback. However, it is slower.
Custom 2 Spinphony — (hit 1), 1% (hit 2), 2% (hit 3) Deals damage and flips opponents, similarly to Mario's Cape. However, the flip effect only occurs if the opponent is facing Jigglypuff. Start-up and execution are extremely slow and unlike Hyper Voice, its first sound wave deals no damage at all. It is also not good for edgeguarding due to making opponents flinch, allowing them to use a second recovery move.
Down special Default Rest 20% (hit), 36% (flower effect) Falls asleep. It has almost no start-up lag (1 frame) and an extreme amount of vertical knockback if landed, so much so that it KOs super heavyweights like Bowser at 61%. It also puts a flower on the opponent's head that deals continuous damage. However, if Rest misses, it has dire consequences, as Jigglypuff will be inactive for roughly 5 seconds until being attacked. It still has a chance to be punished if the opponent is blast KO'd at the upper blast line rather than Star KO'd or Screen KO'd, though they must be quick. Jigglypuff gains invincibility for a few frames when the move is used (before its eyes close) which can initially prevent counterattacks from hitting Jigglypuff, though this is not very useful due to the move's extreme ending lag.
Custom 1 Leaping Rest 11% Leaps into the air while falling asleep. It has less strength, but has quicker start-up and can still reliably score KOs. Since Jigglypuff is sleeping, it cannot grab ledges while jumping, making it an ineffective recovery as with the normal Rest.
Custom 2 Wakie Wakie 14%-15% (explosion) Pushes opponents back while sleeping and creates an explosion upon waking up. The move loses its tremendously powerful (but tiny) hitbox at the start and inflicts 5% recoil damage, but Jigglypuff takes a shorter nap and the explosion deals 14%-15% flame damage.
Final Smash Puff Up 17% Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before 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 this Final Smash nearly inescapable.

On-screen appearance

  • Emerges from a Poké Ball.
JigglypuffOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: Happily spins in place on one foot then looks and blinks at the camera while inflated, all while crying "Jigglypuff!" (プリプリーン!). This is its taunt since Melee.
  • Side taunt: Twirls around then poses while looking away at the opposite side it is facing, then blinks twice. This taunt is very similar to Kirby's side taunt.
  • Down taunt: Deflates and falls to the ground, flattened, then quickly inflates up again. While flattened, its hurtbox becomes significantly smaller. This taunt is similar to its fainting animation in home console Pokémon games like Pokémon Battle Revolution.
Up taunt Side taunt Down taunt
JigglypuffUpTauntSSB4.gif JigglypuffSideTauntSSB4.gif JigglypuffDownTauntSSB4.gif

Idle Poses

  • Looks at its side while jumping.
JigglypuffIdlePoseSSB4.jpg

Crowd cheer

English Japanese
Cheer
Description Jigglypuff! Pur-in!
Pitch Group chant Female

Victory poses

A small excerpt of the music that would play on the title screen of Pokémon Red, Blue and Green Versions.
  • Jumps twice, then does a backflip and looks toward the screen.
  • Shivers while asleep and suddenly jumps up after awaking, rolling back and forth on its back.
  • Sleeps and then suddenly awakens. It continues to drift off to sleep and wake up drowsily.
JigglypuffPose1WiiU.gif JigglypuffPose2WiiU.gif JigglypuffPose3WiiU.gif

In competitive play

Official Custom Moveset Project

Character Custom sets available
Jigglypuff (SSB4) Jigglypuff 1121 1122 1321 1322 2121
2122 2321 2322 3121 1221

Notable players

Active

Inactive

Trophies

Jigglypuff
North America This Normal/Fairy-type Pokémon is best known for its soothing singing, which can put foes to sleep. In Smash Bros., it fights best in the air and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, most opponents could launch it in their sleep!
Pal This Normal- and Fairy-type Pokémon is best known for its soothing singing, which quite often puts foes to sleep. In this game, Jigglypuff fights best in the air, and can even jump six times in a row. The downside, though, is that Jigglypuff's so light, just about any opponent could launch it in their sleep!
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
3DS: Pokémon X and Pokémon Y (10/2013)
Jigglypuff (Alt.)
North America Jigglypuff's down special Rest sends this Pokémon into a deep sleep that damages and launches any foe it's touching upon napping. They'll even take damage after being hit! It's a pretty challenging move to land, though, and it leaves Jigglypuff wide open to revenge. Be careful when you use it.
Pal When you use the Rest down special, you go into a deep sleep, as you'd expect. But if anyone is touching you when you do it, you'll inflict a lot of damage and launch them directly upwards. They even continue to take damage afterwards. It's not easy to pull off, though, and falling asleep leaves you open to attacks, so be careful.
Game Boy: Pokémon Red and Pokémon Blue (09/1998)
3DS: Pokémon X and Pokémon Y (10/2013)
Puff Up
North America When Jigglypuff uses its Final Smash, it starts to grow bigger. And bigger. And bigger! Before you know it, Jigglypuff will have completely taken over the screen-and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand! At near full size, Jigglypuff will damage and launch anyone it touches.
Pal It doesn't deal a lot of damage or launch opponents a long way. No, when Jigglypuff uses its Final Smash, it gets...bigger. And bigger. And bigger. Before you know it, Jigglypuff will have completely taken over the screen - and there's no way to make it stop. On smaller stages, fighters may find there's nowhere left to stand!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

Jigglypuff Palette (SSB4).png
Jigglypuff (SSB4) Jigglypuff (SSB4) Jigglypuff (SSB4) Jigglypuff (SSB4) Jigglypuff (SSB4) Jigglypuff (SSB4) Jigglypuff (SSB4) Jigglypuff (SSB4)

Gallery

Trivia

Jigglypuff's original artwork from Pokémon Red and Green Versions.
  • Super Smash Bros. for Wii U is the first installment where Jigglypuff is a starter character. As a result, Jigglypuff had appeared in various official screenshots and videos (such as the October 2014 Wii U Direct) without acknowledgement before its official reveal.
  • Jigglypuff was the last character overall to be fully confirmed on the SSB4 website before the initial release of Super Smash Bros. for Wii U and, by extension, the last of the "perfect-attendance crew" to be announced.
  • Jigglypuff's official artwork pose is a mirrored version of its pose from its official artwork from Pokémon Red and Green Versions. SSB4 is also the only Super Smash Bros. game to not have Jigglypuff fully face the screen in its official art.
  • While Jigglypuff's textures are completely unique in Super Smash Bros. for Nintendo 3DS, its actual 3D model is extremely similar to its model used in Pokémon X and Y.[1]
  • While most fighter trophies are sorted by debut appearance and then by unlockability within the type sorting, Jigglypuff is different in that it is placed between the Brawl characters and the SSB4 characters in the list.
  • If done with correct timing, Jigglypuff can avoid damage by using its down taunt. Also, if its down taunt is used next to a cannon in the stage builder, Jigglypuff will be launched by said cannon.
  • Jigglypuff is the only starter character in Super Smash Bros. for Wii U who has a challenge exclusive to it that cannot be unlocked with a Golden Hammer.
  • Jigglypuff, Captain Falcon, and Yoshi are the only characters who have voice clips that are used in all five Super Smash Bros. games.
    • Jigglypuff is also the only non-DLC character in SSB4 to have only one blast line KO voice clip.
  • Ness and Jigglypuff are the only members of the "perfect-attendance crew" to not appear in any of the newcomers' poster art.
  • Jigglypuff's mouth will randomly shift between its open and closed animations when asleep. However, this is only an aesthetic glitch with no gameplay issues.

References