Jigglypuff (SSB): Difference between revisions

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*Most move have little range
*Most move have little range
*No [[projectile]]s
*No [[projectile]]s
*Dies if her shield is broken (unless blocked)


==Moveset==
==Moveset==

Revision as of 13:07, January 14, 2007

Template:Character Jigglypuff is a hidden character in both SSB and SSBM, unlocked in SSBM by completing Classic/Adventure mode on any difficulty/stock or by playing 50 vs. matches. In SSB, Jigglypuff is unlocked by beating 1P mode on any difficulty with any character, and with any number of stock. From the Pokémon series, this puffball is a force to be reckoned with.

Pros and Cons

Pros

  • Amazing horizontal recovery
  • Above-average vertical recovery
  • Great comboing ability
  • Has three good finishers/KO moves that are easily set up
  • Can teleport
  • Surprisingly long-range disjointed sex kick and Neutral B
  • Good edgeguarding ability

Cons

Moveset

A Attacks

  • A - Jab
  • A A - Double Jab

B Attacks

Throws

Sends opponents straight up


Damage values coming soon

Techniques

Teleport

See teleport


Rising Pound

Right after executing Jigglypuff's Pound, the player has the option of tilting the control stick up or down, resulting in a slight movement in that direction during the Pound. Holding up after the Pound is called the "Rising Pound" and assists in horizontal recovery by allowing Jigglypuff to move forward while slowing down her descent.

Combos

Compared to Melee, competitive fighting in SSB puts much more emphesis on combos, particularly zero-to-death combos. Jigglypuff is known as one of the best comboers in SSB. Her forward throw, weak tilts and aerials, and surprisingly strong finishers allow her to zero-to-death combo almost any character in numerous methods.

Forward Throw

Unlike most characters' forward throws, Jigglypuff's forward throw sends the opponent straight up, much like her up throw in Melee. However, unlike in Melee, DI cannot influence the direction in which opponents will go until after the peak height is reached. When used at low percents, this can be followed by aerials, or even a rest or up tilt if the opponent is particularly heavy.

Drill Kick

Compared to Melee, DI is toned down in SSB. Although it is possible to DI out of combos, it is much harder to do so, allowing natural combos, drills, and weak attacks to be widely used for elaborate combos. Jigglypuff's Drill kick (Dair), an attack with almost no knockback, can be easily chained to Smash attacks, up tilt chains, grabs, or even a deadly Rest.