Super Smash Bros. Ultimate

Jigglypuff (SSBU)

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This article is about Jigglypuff's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Jigglypuff.
Jigglypuff
in Super Smash Bros. Ultimate
Jigglypuff SSBU.png
PokemonSymbol.svg
Universe Pokémon
Other playable appearances in SSB
in Melee
in Brawl
in SSB4
Availability Unlockable
Final Smash Puff Up
Jigglypuff (SSBU)
Jigglypuff can jump 5 times in the air and can move faster in the air than on the ground. Use Jigglypuff's great aerial ability to overwhelm your opponent! If you manage to land the down special Rest, you can powerfully launch your opponent.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Jigglypuff (プリン, Purin) is a playable character in Super Smash Bros. Ultimate. It was confirmed on June 12th, 2018. Jigglypuff is classified as fighter #12.

As with previous games, Rachael Lillis's portrayal of Jigglypuff from 64 has been repurposed for the English version of Ultimate; Mika Kanai, Jigglypuff's voice actress from previous games and the Pokémon anime, reprises her role in the Japanese version with new voice clips.

How to unlock

Complete one of the following:

  • Play VS. matches, with Jigglypuff being the 15th character to be unlocked.
  • Clear Classic Mode with Kirby or any character in his unlock tree, being the second character unlocked after Ness.
  • Have Jigglypuff join the player's party in World of Light.

With the exception of the third method, Jigglypuff must then be defeated on Saffron City.

Changes from Super Smash Bros. 4

Due to its status as bottom tier in SSB4, Jigglypuff has been significantly buffed in the transition to Ultimate. Most notable direct changes are to its aerial attacks, having greatly reduced landing lag. This combined with its even higher airspeed allows Jigglypuff to flow its aerial attacks into another, significantly improving its combos and damage output. In addition, Pound has less endlag than in SSB4 giving it combo potential as well as helping with vertical recovery, and Rest is now interruptible significantly earlier, being 20 frames fewer than previous games, and an additional 25 frames earlier if it connects. In addition, Sing is notably faster with more range, along with being much harder to mash out of, potentially making it a viable tool for the first time in the series, although it still remains very risky and easily punishable.

Some of the biggest buffs to Jigglypuff, however, come from the reworked game mechanics in Ultimate. Changes to air dodges greatly improve Jigglypuff's ability to use its aerial kit much more efficiently, and notably regaining its strong edgeguarding capabilities. This combined with its improved aerials and mobility allows Jigglypuff to perform techniques like its renowned Wall of Pain more effectively. In addition, Jigglypuff arguably benefits the most from the weakening of the rage mechanic, which slightly improves Jigglypuff's otherwise abysmal endurance.

However, Jigglypuff did receive some minor nerfs in return. Its already terrible grab game was made even worse in Ultimate, as its grab is even slower and some throws now deal less damage. While the changes to air dodges overall benefit Jigglypuff, they also make Jigglypuff more vulnerable in the air and makes its ability to avoid juggling even worse. In addition, being unable to pass through other fighters while running means that Rest is now much harder to land via running into opponents, limiting its options slightly.

In addition, while Jigglypuff's combo and aerial game are significantly improved, many of its primary flaws that existed in previous games before SSB4 are still present in Ultimate. Jigglypuff is still extremely light and floaty, making it very easy to KO, especially vertically. Furthermore, while improved somewhat, Jigglypuff still has a poor ground game, with poor range, terrible ground mobility, no projectile and one of the worst grab games of any character (now being even worse than in SSB4), with slow, short-reaching grab and throws that are incapable of KOing or comboing. In addition, even with buffs, Rollout still has the same issues as before, being a very gimmicky move, and while Sing is significantly improved, it is still situational.

Overall, Jigglypuff's buffs greatly outweigh its nerfs, and in result is significantly more effective than in Brawl and SSB4, now becoming once again a proper glass cannon. It has achieved good results in Ultimate's early metagame thanks to Hungrybox, Arika and Captain L performing well at various tournaments.

Aesthetics

  • Change As with all veterans returning from SSB4, Jigglypuff's model features a more subdued color scheme. It more closely resembles its appearance in recent mainline Pokémon titles as a result. Only its irises have retained some of their vibrancy, and they are more detailed than they were previously.
  • Change Jigglypuff is slightly more expressive, for example, now smiling when using certain neutral attacks as it did in games prior to SSB4 rather than looking surprised.
  • Change The animation where Jigglypuff looks back is now an idle pose rather than being a part of its main animation, although it reuses its idle animation from past games when holding a small item.
  • Change Jigglypuff's ears now fold slightly inward when using Rollout or Rest.
  • Change Jigglypuff has an altered airdodge animation, where it poses more gracefully during the ending lag.
  • Change Side taunt is now much faster; over twice as fast. Up taunt is also slightly faster.
  • Change Jigglypuff has two new victory poses. In one, it jumps twice, spins around, and assumes a pose similar to its render from SSB4. In the other, it runs into the scene, does a backflip, and assumes a pose similar to its official art from Pokémon Yellow Version. It retains the victory pose where it falls asleep.
  • Change Jigglypuff's walking animation is different. It now walks with an alert look on its face and face more towards the screen.

Attributes

  • Buff Like all characters, Jigglypuff's jumpsquat animation now takes three frames to complete (down from 6).
  • Buff Jigglypuff runs faster (1.155 → 1.271).
    • Buff Jigglypuff's initial dash is faster (1.4 → 1.65).
  • Change Jigglypuff's traction is higher (0.0718 → 0.087), but is much lower relative to the roster, going from the second-highest traction in SSB4 to being tied for the 65th–66th-lowest traction in Ultimate.
  • Buff Jigglypuff walks slightly faster (0.7 → 0.735).
  • Buff Jigglypuff's top air speed is faster (1.269 → 1.332).
  • Buff Jigglypuff reaches the peak of its jump faster.
  • Buff Spot dodge has less lag (28 frames → 26).
  • Change Spot dodge's intangibility frames come out faster, but has less intangibility frames (4-19 frames → 3-17).
  • Nerf Forward roll has less intangibility frames (4-17 → 4-15).
  • Nerf Back roll has more lag (30 frames → 35) and comes out slower with less intangibility frames (4-17 → 5-16).
  • Buff Air dodge has more intangibility frames (4-29 frames → 4-32).
  • Nerf Air dodge has significantly more lag (34 frames → 74).
  • Buff Jigglypuff arguably benefits most from the weakening of the rage mechanic, increasing its endurance.
  • Buff The changes to airdodges significantly improves the effectiveness of Jigglypuff's aerial attacks, making them much harder to avoid. Thanks to this, Jigglypuff regains its very powerful edgeguarding capabilities.

Ground Attacks

  • Buff Jab 1 can lock, returning the capability previously in Brawl and Melee.
  • Buff Jab 1 transitions into the second hit faster (frame 10 → 7).
  • Change Jab 2 has more knockback, further differentiating its use from Jab 1.
  • Buff Dash attack has more base knockback, improving its safety on hit at low percents.
  • Nerf Dash attack has lower knockback growth, reducing its KO potential on heavyweights.
  • Change Dash attack has a new animation where Jigglypuff's face is angled more toward the screen and its limbs are more elegantly spread out.
  • Nerf Up tilt has more ending lag (23 frames → 24).
  • Buff Forward smash deals more damage: 15% clean/12% late → 16% clean/14% late.
  • Buff Forward smash does notably more knockback, improving its KO potential.
  • Change Both the charging animation and the animation of the execution of Jigglypuff's forward smash have changed. Jigglypuff charges the move by holding its foot behind itself, and then swiftly swings its foot around to execute a roundhouse kick, similar to Kirby.
  • Buff Up smash deals more damage: 14% sweetspot/12% sourspot → 15% sweetspot/13% sourspot.
    • Buff In addition, the sourspot is positioned above the sweetspot rather than around it, allowing for the sweetspot to hit opponents in front of Jigglypuff as well.
  • Change Down smash's angle increases at higher knockback values.
  • Buff Down smash deals slightly more knockback.

Aerial attacks

  • Buff All of Jigglypuff's aerials have less landing lag (Neutral: frame 15 → 9, Forward: 15 → 9, Back: 18 → 11, Up: 15 → 9, Down: 30 → 15).
  • Change Back aerial turns Jigglypuff the other way, even when landing with the move, akin to Marth's back aerial. This hampers its use as a neutral walling move, but increases its potential for combos and mixups into other moves.
  • Buff Up aerial has less endlag (44 frames → 39).
  • Buff Down aerial's final hit has slightly less knockback growth, improving its combo potential at higher percents.

Throws/other attacks

  • Grab:
    • Nerf All grabs have more endlag (Standing: 26 frames → 32, Dash: 32 → 39, Pivot 32 → 35).
    • Nerf Dash and pivot grabs have more startup (Dash: frame 7 → 8, Pivot: 8 → 9).
  • Change Jigglypuff pummels with its foot, dealing less damage (3.1% → 1.3%) but increasing its speed.
  • Change Forward throw deals more knockback, however it still lacks any KO potential.
  • Nerf Up throw deals less damage: 10% → 8%
  • Buff Up throw has less endlag (41 → 37).
  • Buff Down throw's first hit deals more damage (4% → 6%), for a total of 12%.

Special moves

  • Rollout:
    • Buff Rollout deals more damage: 6%-14% → 10%-20%, without full compensation to the knockback, and thus it KOs earlier.
    • Buff Rollout deals more damage to shields, making it an effective shield-breaker.
    • Buff Rollout's rebound animation is much faster.
    • Buff Rollout has greatly reduced endlag on hit (72 frames → 52).
    • Buff When using an uncharged Rollout, Jigglypuff will only roll once, significantly speeding up the animation.
    • Buff Jigglypuff is able to move in freefall after hitting an opponent with Rollout in the air, like in Brawl.
    • Buff Jigglypuff can grab ledge out of a freefalling Rollout.
    • Nerf Rollout can no longer be held indefinitely; Jigglypuff will eventually begin moving on its own.
  • Pound:
    • Buff Pound has reduced endlag (46 frames → 40) allowing for true combos into other moves, including Rest.
    • Buff Pound has more range upon using it in the air.
    • Nerf Jigglypuff can no longer accelerate in the air during the startup of Pound, making chaining Pounds to recover much less effective.
  • Sing:
    • Buff All of Sing's hits have less startup lag (hit 1: frame 29 → 27, hit 2: 73 → 61, hit 3: 122 → 100).
    • Buff Jigglypuff retains slight mobility while using Sing in the air.
    • Buff Sing has less endlag (FAF 180 → 150).
    • Buff Sing has slightly more range.
    • Buff Sing is harder to mash out of, improving its utility.
  • Rest:
    • Buff When Rest hits, it is interruptible as soon as Jigglypuff opens its eyes.
      • Buff As a result, it is possible to recover back to the ledge after landing Rest offstage, albeit with significant risk of being edgeguarded.
    • Buff On whiff, Rest is still interruptible only slightly later (FAF 230 → 210).
    • Nerf Because the universal change of not being able to run through opponents increases character pushback, Rest can no longer hit most characters out of a walk or run.
      • Buff To compensate for this, the hitbox size for Rest has been increased (3.4 → 3.8).
    • Change Rest triggers Special Zoom upon connecting.
  • Puff Up:
    • Change Puff Up is much faster than the previous games. When it ends, Jigglypuff aesthetically "pops", and then deflates to normal size, mimicking a balloon. Jigglypuff additionally shrinks considerably faster at the end. It also has an angry expression while inflating, resembling the face the Jigglypuff from the anime makes when someone falls asleep.
    • Buff The damage of Puff Up, previously 17% in a single hit, has been split into two hits that deal 10% and 25% damage, respectively.

Update History

Super Smash Bros. Ultimate 2.0.0

  • Buff Forward tilt has less ending lag (FAF 28 → 25).
  • Buff Down tilt deals more knockback.
  • Buff Up smash's sourspot deals more damage, now doing the same damage the whole move (13% → 15%).
  • Buff Back air has less start-up (frame 12 → 10), and thus a shorter duration (FAF 40 → 38).
  • Buff Forward throw launch angle altered (55° → 45°), now sending people into a more desirable angle for edge guarding.
  • Buff The Final Smash Meter version of Puff Up has a higher knockback multiplier (x0.815 → x0.92).

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   3% Jigglypuff performs two alternating punches.
3%
Forward tilt   10% A roundhouse kick.
Up tilt   9% (clean), 8% (late) A scorpion kick.
Down tilt   10% A crouching shin kick.
Dash attack Jiggly Ram 12% (clean), 8% (late) Jigglypuff leaps off the ground and attacks with a lunging headbutt.
Forward smash   16% (clean), 14% (late) Jigglypuff holds its foot behind itself and then attacks with a lunging roundhouse kick.
Up smash   15% An upwards headbutt.
Down smash Jiggly Split 11% A spinning split kick.
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 reaching the edge.
Forward aerial   9% (clean), 6% (late) A dropkick. Somewhat weak knockback, but good for spacing. Has a lingering hitbox (though it does not as last as long as neutral aerial's hitbox), while its late hitbox can combo into Rest. Autocancels, but only if quickly inputted after a short hop.
Back aerial   13% A spinning back kick. This causes Jigglypuff to turn around, similar to Marth's back air. This move is Jigglypuff's slowest aerial, and it lacks a lingering hitbox unlike its other aerials, but has strong knockback and good range while still being reasonably quick, making it a potent finisher.
Up aerial   9% Waves its arm in an overhead arcing motion.
Down aerial   1.5% (hits 1-8), 2% (hit 9) A diagonal corkscrew dropkick.
Grab   Reaches out.
Pummel   1.25% Kicks the opponent.
Forward throw 10% Puffs up once to launch the opponent forward.
Back throw 10% A German suplex. This move is useful for setting up edgeguards.
Up throw 8% Spins once to fling the opponent upward.
Down throw 12% Pins the opponent to the ground and then rolls back and forth on their back, which launches them upward.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Spins around to kick in front of itself and behind itself.
Floor attack (back)
Floor getups (back)
  7% Kicks in front of itself and behind itself.
Floor attack (trip)
Floor getups (trip)
  5% Spins on the ground, kicking on both sides.
Edge attack
Edge getups
8% Performs a flipping kick while climbing up the stage.
Neutral special Rollout 10% (minimally charged), 20% (fully charged) Rolls forward to slam into the opponent. Its power, range, and speed can be increased by holding the special button. It cannot be held indefinitely, however, and will automatically release a little bit after it reaches max charge. When fully charged, it does quite a bit of shield damage. If not charged until Jigglypuff glows, it will harmlessly roll once. On the ground, Rollout's direction can be changed mid-roll, which deals no damage until the turn is complete; in the air, pressing left or right will alter Jigglypuff's roll speed. When Rollout is fully charged, Jigglypuff will voice its name and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else, apart from shifting its direction, until it lands or is hit. It can, however, control its direction during the rebound. This makes Rollout dangerous to use off-stage or at an edge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the lower blast line. It can grab edges during the rebound, but it's still unsafe, especially if Rollout is perfect shielded.
Side special Pound 11% Rears its arm back and then throws a punch, taking a step forward. Deals moderate knockback, though unable to KO at realistic percents. Its momentum moves Jigglypuff sideways (which can be slightly shifted upwards by pushing the control stick up immediately after the input), 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 that doesn't lose power.
Up special Sing 0% Sings a song that puts nearby opponents to sleep. The more damaged opponents are, the longer they will sleep, making them open for a followup attack, most notably Rest. Jigglypuff can sweetspot ledges during the entire move, allowing Sing to set up a punish from a ledge. However, the song is short-ranged, consists of three brief pauses, and leaves Jigglypuff itself slightly vulnerable to being attacked. Unlike typical up specials, Sing does not grant any vertical distance, but it does retain slight mobility .
Down special Rest 20% (move), 1% (flower loop) Falls asleep, dealing a single hard hit to any opponents directly touching Jigglypuff. It has almost no start-up lag (1 frame) and deals an extreme amount of vertical knockback if landed, and benefits from rage, due to possessing very high base knockback. It also puts a flower on the opponent's head that deals continuous damage. If Rest lands, Jigglypuff will be able to act as soon as its eyes open, making it somewhat hard to punish. It takes it slightly longer to act if it whiffs; after it opens its eyes, but before it shakes itself. 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 detrimental due to the move's extreme ending lag.
Final Smash Puff Up 10% (hit 1), 25% (hit 2) Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before "popping" and 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 it difficult to escape. There are two hitboxes, with the second one dealing more damage and knockback than the first.

Victory poses

  • Jumps twice, twirls, and poses similar to its official SSB4 render.
  • Runs into the scene, almost loses its balance, then backflips and poses. Its final pose is similar to its artwork in Pokémon FireRed and LeafGreen Versions.
  • Sleeps and then suddenly wakes up, continuing to drift in and out of consciousness.
A small excerpt of the title theme of Pokémon Red, Blue, Yellow, and Green Versions, a track which would go on to become the Pokémon main theme and the title theme for the entire series.

In competitive play

Notable players

Classic Mode: All Original, All 64

Jigglypuff fights the cast of the original Super Smash Bros..

Round Opponent Stage Music
1 Link Hyrule Castle Overworld Theme - The Legend of Zelda (64)
2 Mario Peach's Castle Ground Theme - Super Mario Bros. (64)
3 Yoshi and Samus Super Happy Tree Yoshi's Story (64)
4 Kirby and Fox Dream Land Gourmet Race (64)
5 Pikachu Saffron City Main Theme - Pokémon Red & Pokémon Blue (64)
6 Luigi, Captain Falcon, Ness, and Jigglypuff Battlefield Final Destination - Super Smash Bros.
Bonus Stage
Final Giant Donkey Kong Kongo Jungle (Ω form) Jungle Level (64)

Note: Every stage (except for Battlefield) and the tracks they play are all from Super Smash Bros.. Due to Planet Zebes and Sector Z being the only N64 stages that didn't return, Samus and Fox are paired with Yoshi and Kirby, respectively. Giant Donkey Kong is considered as Jigglypuff's final boss instead of Master Hand, despite the fact that Master Hand was the final boss in the original Super Smash Bros.. Most likely to reference how Giant Donkey Kong was initially a unique character in the series at one point, being used as a mini-boss for Classic Mode and considered independent from Donkey Kong, similar to Metal Mario before the Super Mushroom and Metal Box became items.

Role in World of Light

Although Jigglypuff does not appear in the World of Light opening cutscene, it was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Jigglypuff can be found in a green area at the east of a metropolis, and to reach it, the player must either cross a bridge or circle through a lake.

Spirits

Jigglypuff's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Jigglypuff in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Alternate costumes

Alternate costume (SSBU)
Jigglypuff (SSBU) Jigglypuff (SSBU) Jigglypuff (SSBU) Jigglypuff (SSBU) Jigglypuff (SSBU) Jigglypuff (SSBU) Jigglypuff (SSBU) Jigglypuff (SSBU)

Gallery

Character Showcase Video

Trivia

  • Jigglypuff is the only character who travels to Super Happy Tree in Classic Mode.
  • Jigglypuff is the only unlockable character to be fought in a Smash 64 stage.
  • Ultimate is the first game since Smash 64 to have Jigglypuff's stock icon not include its hands or feet.
  • Jigglypuff is unlocked in Kirby's Classic Mode column, likely referencing how the two are pink puffballs. It can be unlocked by clearing Classic Mode as Kirby or Ness, both of which are Smash 64 veterans.