Jigglypuff (SSBB)
Jigglypuff in Super Smash Bros. Brawl | |
---|---|
Universe | Pokémon |
Other playable appearances | in SSB in Melee in SSB4 in Ultimate |
Availability | Unlockable |
Final Smash | Puff Up |
Tier | F (36) |
Jigglypuff (プリン, Purin) is a character in Super Smash Bros. Brawl. Confirmation of its appearance in Brawl, along with its fellow veteran Ness and the newcomer Lucario, were leaked before the game's release through a promotional video on the Japanese Wii website about sticker power ups; it was later officially confirmed via Smash Bros. DOJO!! on March 25, 2008.
Like in Melee and Smash 64, it is once again voiced by Rachael Lillis in English and Mika Kanai in Japanese, albeit via recycled voice clips, while also being voiced by Virginie Demians and Dina Kuerten in French and German, respectively, replacing Guilaine Gilbert and Mara Winzer from Melee, the latter two also voicing the Pokémon Trainer in the French and German versions of Brawl.
Jigglypuff is ranked 36th on the Super Smash Bros. Brawl tier list in the bottom tier, which is an extreme drop from 5th in the Melee tier list. Jigglypuff possesses incredible air mobility, a good aerial game, one of the strongest edge guarding games, and one of the best recoveries in Brawl. However, the reason for its huge tier drop is its terrible transition to Brawl's physics (like Captain Falcon, Jigglypuff's comboing ability was more reliant on hitstun than other characters). Jigglypuff has also had its KO moves nerfed, with Rest in particular suffering greatly; as opposed to KOing under 25% like it did in Melee, it does not reliably KO until around 75%, and it is much harder to land due to the ability to act out of hitstun and the reduced falling speeds (acting out of hitstun also prevents comboing into it). In addition to this, Jigglypuff has terrible reach in most of its attacks, one of the worst ground games (a combination of poor reach, slow ground speed, and terrible ground attacks), the worst endurance of any character in Brawl (exacerbated by Brawl's defensive play), most of its attacks being punishable on landing at low percents (combination of low base knockback in its attacks and high ending lag), and poor air to ground transitioning due to its floaty falling speed that prevent it from approaching safely in many match-ups. Such factors combine to result in terrible matchups (including seven hard counters) and tournament results. As a result of its huge nerfs to its strongest traits and terrible transitioning to Brawl, Jigglypuff holds distinction of having the largest tier list drop between Melee and Brawl. Jigglypuff's position in Europe and Japan is worse than it is in America. In America, it is ranked as the 3rd worst character. In Europe and Japan, it is ranked as the 2nd and worst character in the game respectively.
How to unlock
Complete one of the following:
- Play 350 VS. matches.
- Find Jigglypuff in The Swamp stage after completing the Subspace Emissary. It can be found through the first door after defeating the False Giant Diddy Kong. Note that this method does not show the challenger approaching screen, but a cutscene of Jigglypuff challenging the player shows instead.
- Complete 20 or more events after completing the Subspace Emissary.
The player must then defeat Jigglypuff on Pokémon Stadium 2.
Attributes
Jigglypuff is a character of the extremes, being the lightest and floatiest character in the game. With six jumps (albeit with the lowest height per jump), combined with the second fastest air speed (second only to Yoshi), the slowest falling speed, and Rising Pound, Jigglypuff dominates in aerial combat, and, with its forward aerial and back aerial moves, it can use the Wall of Pain technique very effectively allowing opponents to be K.O.ed at low percentages by being juggled off-screen. Jigglypuff's excellent aerial maneuverability makes up for its dash speed, which is the slowest in the game. A main disadvantage is that Jigglypuff's lightweight and floatiness means that it is sent flying rather easily in any direction. However, its light weight (combined with being floaty and small) also makes it immune to most chaingrabs. Despite this, because its air release has almost no horizontal distance, Jigglypuff can suffer from grab release combos by characters like Yoshi (though Jigglypuff has high vertical distance in its air release and can move one frame before anyone else's air release).
Jigglypuff has many attacks with decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided by Rollout, which is also a devastating approach attack on the ground, and the fact it never enters a helpless state makes the attack effective in the air too. However, Rollout, as with all charging approach attacks, can be predictable and can lead to a self-destruct if used carelessly. The move Rest provides invincibility frames which come out in one frame - faster than a shield - this allows for avoiding some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 75%, meaning Jigglypuff's vulnerability time after Rest is avoided if the attack hits. However, Rest leaves Jigglypuff extremely vulnerable if it misses. Jigglypuff also has a good array of strong albeit laggy smash attacks. Jigglypuff lacks projectiles, but its great aerial mobility helps it dodge many of them easily. Upon breaking its shield, Jigglypuff will be sent for a Star KO if there is no ceiling above it (see Shield Jump).
One of Jigglypuff's traits is that it has the slowest falling speed in the game, which is both beneficial and detrimental. This is beneficial because it allows for techniques such as the Wall of Pain, it significantly helps Jigglypuff's recovery, and it allows Jigglypuff to easily stay airborne in situations where ground play is dangerous. Jigglypuff's slow falling speed is detrimental because Jigglypuff cannot move from the air to the ground as quickly as most characters, limiting its options in most situations, and it makes vertically K.O.ing Jigglypuff very easy.
Changes from Melee to Brawl
Jigglypuff was heavily nerfed in the transition from Melee to Brawl. Jigglypuff's air game has been significantly weakened, as its air acceleration, formerly notorious for allowing it to weave in and out extremely quickly, has been largely reduced to be closer to that of the rest of the cast. This is further burdened by the cast generally having stronger recoveries and the changes to air dodging, which overall makes Jigglypuff's edgeguarding much less effective. Its most useful aerials from Melee, namely back aerial and up aerial, are not only adversely affected by these changes, but have received their own nerfs as well; the former has less range and more ending lag, while the latter deals less damage and is overall a less effective juggling tool. Jigglypuff's KO power has also been heavily decreased, as all its smash attacks are slower and weaker, while Rest's knockback has been significantly decreased to the point it can no longer KO under 70%, as opposed to KOing as low as 10% in Melee. Lastly, the introduction of hitstun canceling combined with the cast's universally decreased fall speeds have greatly hindered Jigglypuff's combo game, as some moves such as its up throw have completely lost their combo potential, and setups into Rest are much harder to perform.
Despite all the nerfs it has received, Jigglypuff did receive a few buffs. Forward aerial has increased knockback, giving Jigglypuff a viable aerial attack to KO with at high percents. Down aerial is now also capable of tripping opponents, allowing it to be used for setups more effectively. Lastly, the introduction of DACUS slightly alleviates Jigglypuff's poor ground approach.
Overall, Jigglypuff's nerfs heavily outweigh its buffs, and the changes to Brawl hindered it more than they helped it, resulting in it going from one of the biggest threats in Melee to one of the weakest characters in Brawl.
Aesthetics
- All of Jigglypuff's movements now make a squeaky, rubbery, and puffy sound (including midair jumps and attacks).
- Jigglypuff is significantly less vocal. It no longer vocalize while taking knockback or during its first jump. This doesn't apply to the Japanese version, however.
Attributes
- As with the returning veterans, Jigglypuff's falling speed was reduced (1.3 → 0.98). Compared to the returning veterans, however, Jigglypuff falls faster. While this improves its endurance, it is more vulnerable to combos and chain grabs. Jigglypuff still maintains the lowest fall speed in the game.
- Jigglypuff's gravity is lower (0.064 → 0.05056).
- Jigglypuff is heavier (60 → 68).
- Jigglypuff's traction is lower (0.09 → 0.0718) although relative to the cast, Jigglypuff now has the second highest traction with its traction being higher than all other returning veterans.
- Jigglypuff's air speed is slower (1.35 → 1.269), no longer being the fastest in the game.
- Jigglypuff's air acceleration is significantly lower (0.19 → 0.05 (base), 0.09 → 0.08 (additional)), no longer being the highest in the game by a considerable margin, which is exacerbated by most returning veterans having their air acceleration increased. This significantly worsens Jigglypuff's approach, punish and spacing abilities that constituted its outstanding neutral game in Melee.
- In a similar vein to Captain Falcon and Ganondorf, the introduction of hitstun canceling prevents Jigglypuff from racking up a significant amount of guaranteed damage, and makes it much harder to land its finishing moves (Rest in particular).
- Jumpsquat is slower (5 → 6 frames).
- Sidestep has less ending lag (FAF 28 → 26).
- Sidestep has increased startup lag (frame 2 → 3), and unlike the rest of the veterans' sidesteps, its intangibility was not increased, making it the sidestep with the shortest intangibility in the game.
- Rolls have less ending lag (FAF 35 → 33).
- Forward roll has increased startup lag (frame 2 → 3).
Ground attacks
- Neutral attack:
- Both hits have larger hitboxes (3.6u → 4.32u). The introduction of jab locking also improves its damage racking ability if the opponent misses a tech. Lastly, Jigglypuff can quickly repeat the first hit until it connects if the attack button is held.
- Its first hit has more ending lag (FAF 16 → 17).
- Forward tilt:
- Forward tilt has more startup (frames 6 → 7) and ending lag (FAF 28 → 29).
- Up tilt:
- Up tilt can KO earlier due to the generally slower falling speeds of the cast.
- It has more startup and a shorter duration (frames 8-14 → 9-13). The changes to Brawl's physics also makes it significantly less useful for juggling.
- Down tilt:
- Down tilt has more ending lag (FAF 30 → 31) and smaller hitboxes (3.6u/4u → 3u).
- Dash attack:
- Jigglypuff is capable of cancelling the initial frames of its dash attack for a DACUS, slightly improving its otherwise slow ground game.
- It has more startup (frame 4 → 5) and ending lag (FAF 39 → 40).
- Forward smash:
- Forward smash has more startup (frame 12 → 16) and ending lag (FAF 45 → 55). It also has lower knockback scaling (118 (clean)/105 (late) → 103/80), and its clean hit deals less damage (17% → 16%), hindering its KO potential.
- Up smash:
- Up smash's sweetspot now takes priority over its sourspot, making it easier to hit. Both are also larger (4u/6u → 4.8u/7.2u).
- Up smash has much more startup (frame 7 → 16) and ending lag (FAF 45 → 54). It also has lower knockback scaling (110 → 100), and its sourspot deals less damage (14% → 13%), hindering its KO potential.
- Up smash's angle has been altered (90° → 87°).
- Down smash:
- Down smash's hitboxes are larger (4u/4.8u → 4.8u/5.6u).
- Down smash has more startup (frame 9 → 14) and ending lag (FAF 48 → 53).
- Down smash now sends grounded opponents sliding along flat surfaces even at percents where it would otherwise cause tumbling, including 999%. This prevents them from teching the move to survive, and allows it to take better advantage of edge slipping, but reduces its KO potential against opponents with high traction.
Aerial attacks
- All aerials except down aerial have less landing lag (20/10 frames → 15). Due to the removal of L-canceling, however, their landing lag is not fully compensated.
- All aerials except neutral aerial auto-cancel earlier (frame 34 → 28 (forward), frame 25 → 23 (back), frame 37 → 35 (up), frame 39 → 38 (down)). Coupled with Jigglypuff's slower falling speed, this enables all of them to auto-cancel in a short hop.
- All aerials except up aerial have gained the ability to lock opponents.
- Jigglypuff's slower falling speed enables it to perform multiple aerials in a short hop such as two forward or back aerials.
- Neutral aerial:
- Neutral aerial has a slightly longer duration (frames 6-28 → 6-29), less ending lag (FAF 50 → 44), and its clean hit has increased knockback (10 (base)/70 (scaling) → 20/90).
- It deals less damage (12% (clean/9% (late) → 10%/6%), and its late hit has lower knockback scaling (80 → 70). It also auto-cancels later due to the move's longer duration (frame 29 → 30).
- Forward aerial:
- Forward aerial's clean hit has increased knockback (10 (base)/100 (scaling) → 30/108), allowing it to KO more effectively at high percents.
- Forward aerial has more startup lag with a shorter duration (frames 7-22 → 8-20), and more ending lag (FAF 35 → 37). Its late hit also deals less damage (7% → 6%) and knockback (10 (base)/80 (scaling) → 12/70).
- Back aerial:
- Back aerial has less startup lag (frame 9 → 8).
- It has larger hitboxes (4u/4u/4.4u → 4u/4.5u/5u).
- Its hitboxes are no longer attached to Jigglypuff's leg but rather, they are now stationary. While this allows the move to cover a set area more consistently throughout the active duration of the move and it allows the move to cover more of Jigglypuff's body, it significantly decreases its range, as the position of the hitboxes was not fully compensated (z offset: 2.0/-0.4/0 → -12/-8/4). As a result, the move is now only slightly disjointed, making it a much less effective spacing tool.
- It has more ending lag (FAF 31 → 33).
- It has decreased knockback scaling (100 → 90).
- Altogether these changes combined with Jigglypuff's worse air mobility and the introduction of hitstun canceling reduce its effectiveness as a Wall of Pain.
- Up aerial:
- Up aerial has less startup lag with a longer duration much like its Smash 64 counterpart (frames 9-12 → 8-16), and it has less ending lag (FAF 38 → 37).
- It now has three smaller hitboxes rather than one large hitbox (5.6u → 4u/4u/4u).
- Its angle has been altered (90° → 88°).
- It deals less damage (12% → 9%). This hinders its KO potential, while the changes to Brawl's physics also significantly hinder its combo and juggling potential.
- Down aerial:
- Down aerial is now capable of tripping opponents at higher percents. Combined with the move's ability to auto-cancel in a short hop, this improves its setup potential. It also deals more total damage (14.74% → 16%) due to the changes to stale-move negation.
- With the introduction of multipliers for hitlag and SDI in Brawl, down aerial has received a below-average hitlag multiplier (0.8×), but an above-average SDI multiplier (1.2×). This makes SDI more effective against the move, but gives opponents less time to execute it.
Throws/other attacks
- Grabs:
- Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (FAF 31 → 30 (standing), FAF 41 → 40 (dash)).
- Pummel:
- Pummel is faster (30 → 20 frames).
- Forward throw:
- Forward throw deals less damage (12% → 10%), and its first hit no longer overrides the throw itself, severely decreasing the move's knockback (40 (base)/110 (scaling) → 100/30) and giving it a higher angle (361° → 55°) against grabbed targets as a result. This significantly worsens its edgeguarding and KO potential, going from the second strongest forward throw in Melee to among the weakest in Brawl.
- Up throw:
- Up throw deals less damage (11% → 10%) and knockback (130 (base)/25 (scaling) → 110/30). While this would make it better for combos, the universally decreased falling speeds and the introduction of hitstun canceling have completely removed its combo potential, including the space animal slayer.
- Down throw:
- Down throw now consists of only one hit right before the throw, instead of five hits as Jigglypuff rolls on the opponent. However, the move still deals more total damage (1% (hits 1-4)/3% (hit 5)/2% (throw) → 4% (hit 1)/6% (throw)).
- Floor attack:
- Floor attacks deal consistent damage per hit (8%/6% → 6%).
Special moves
- Rollout:
- Rollout no longer causes helplessness when used in the air.
- Grounded Rollout has lower knockback scaling (120 → 100) and one of its hitboxes launches at a higher angle (20° → 30°), hindering its KO potential.
- Jigglypuff does not vocalize during Rollout until it is fully charged.
- Pound:
- Pound deals less damage (13% → 11%), hindering its KO potential. It also has more startup (frame 12 → 13) and ending lag (FAF 45 → 46).
- Sing:
- Sing has more startup, with its first two waves having shorter durations (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134), and now triggers counterattacks. It can also no longer reset the sleep duration of an already asleep opponent, preventing it from being used to indefinitely stall them out.
- Its soundwaves are now only yellow instead of being colorful. Jigglypuff also now opens its eyes once the song is over instead of opening them at the last part of the song.
- Rest:
- Instead of using the flame effect, Rest applies a flower to the opponent, which causes much more damage (28% → 45%) if the opponent applies no button mashing. It also has one extra frame of intangibility (frames 1-26 → 1-27).
- It has more startup (frame 1 → 2), and deals significantly less initial damage (28% → 15%) along with less knockback (78 (base)/120 (scaling) → 100/75), greatly reducing its KO potential and overall utility.
- Rest launches opponents at a vertical angle (361° → 88°), increasing its safety onstage if it KOs the opponent, but hindering its safety offstage and further reducing its KO ability near edges.
- In the Japanese language, Jigglypuff gained a new voice clip for performing Rest again; the move's voice clip from Melee can still be heard when Jigglypuff is stunned, though it is difficult to hear due to breaking its shield usually causes a self-destruct.
- Puff Up:
- Jigglypuff now has a Final Smash: Puff Up. Jigglypuff 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.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3% | Two very quick, yet extremely short ranged slaps. Good for jab locking. Active on frames 5-6. | ||
3% | ||||
Forward tilt | 10% | A spin kick. Short ranged. Can be angled, with no difference to damage. Can KO at the ledge at 141%. | ||
Up tilt | 9% (clean), 8% (late) | Lifts its foot behind it, attacking upward. The clean hit only hits behind Jigglypuff, while the late hit can hit in front, albeit with minimal range. Active on frames 9-13. Good knockback, KOing from the ground at 126%. | ||
Down tilt | 10% | Ducks down and sticks its foot out. Has average start-up (hitting on frames 10-12) and ending lag, but decent range for Jigglypuff. Mid-low knockback, cannot combo or KO effectively. | ||
Dash attack | 12% (clean), 8% (late) | Leaps forward with a headbutt. Hits on frame 5-15. KOs at 110% at the ledge, and 149% from the center of Final Destination. | ||
Forward smash | 16% (clean), 13% (late) | Slides forward while sticking its foot out. Short duration, but average startup (first hitting on frame 16) and ending lag, and deals strong knockback, KOing uncharged at 110% and fully charged at 70% from the center of Final Destination. | ||
Up smash | 15% (head), 13% (body) | Headbutts upward. Works well with the DACUS, which greatly enhances Jigglypuff's slow ground game, as it allows it to attack from a distance, with the up smash being a powerful vertical finisher. Active on frames 16-19. | ||
Down smash | 12% | Puffs downward, kicking to both sides. Has short range, but deals decent knockback and launches at a perfectly horizontal angle, putting opponents in inconvenient places to recover. Active on frames 14-15. | ||
Neutral aerial | 10% (clean), 6% (late) | Sticks its foot out, shrinking in on itself a little. A very long sex kick. KOs at 145% at the ledge. | ||
Forward aerial | 12%/10% (clean), 6% (late) | Dropkicks forward. The clean hit's sweetspot is located closer to Jigglypuff, and is a decent finisher, KOing at 86% at the ledge and 122% from the centre of Final Destination. Active on frames 8-20. | ||
Back aerial | 12% | A spin kick behind itself. Good for Wall of Pain and stage spiking, but KOs later compared to forward aerial. KOs at 132% at the ledge. | ||
Up aerial | 9% | Waves one arm above itself. Has a long duration (frames 8-16), but a small hitbox. Low knockback up to 100% gives it decent combo ability. Cannot KO from the ground until 170%. | ||
Down aerial | 2% (hits 1-8) | A spinning drill kick. Can cause tripping, allowing it to lead into Rest. All hits meteor smash grounded opponents, keeping them in place, while sending aerial opponents at a semi-spike angle. First hit starts on frame 5. | ||
Grab | — | Hooks the opponent with its left arm. Low range. | ||
Pummel | 3% | Slaps with its tuft of hair. Slow but highly damaging for a pummel. | ||
Forward throw | 5% (hit 1), 5% (throw) | Puffs once, launching the opponent forward. Has very high base knockback, but very low knockback scaling. | ||
Back throw | 10% | Back suplexes the opponent. Has similar knockback to forward throw. | ||
Up throw | 10% | Spins once and throws the opponent up. Decent finisher near the top blast line. Jigglypuff's only throw that can KO in Sudden Death. | ||
Down throw | 4% (hit 1), 6% (throw) | Rolls back and forth on the opponent. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
6% | Spins its legs around while getting up, kicking in front and behind it. Short ranged. | ||
Floor attack (back) Floor getups (back) |
6% | Spins its legs around while getting up, kicking in front and behind it. Short ranged. Makes a Rollout sound. | ||
Floor attack (trip) Floor getups (trip) |
5% | Spins on its head and kicks around itself. | ||
Edge attack (fast) Edge getups (fast) |
6% | Flips up and kicks. | ||
Edge attack (slow) Edge getups (slow) |
6% | Slowly gets up and spins on both sides of itself. | ||
Neutral special | Rollout | 8-18% | Charges up, and then rolls at opponent. Damage, velocity, and knockback determined by charge time. | |
Side special | Pound | 11% | Punches forward, giving Jigglypuff some horizontal momentum. Launches opponents either upward if hit close to Jigglypuff, or at a reverse horizontal angle if hit with the tip of its arm, and deals high shield damage. In midair, it can be aimed vertically, allowing it to significantly aid Jigglypuff's recovery if used repeatedly. | |
Up special | Sing | 5% (SSE) | Sings to produce up to three consecutive musical waves, which put close opponents to sleep. Can only affect grounded opponents. Enemies in The Subspace Emissary take damage from the waves instead. | |
Down special | Rest | 15% | Takes a nap, producing a hitbox at the center of its body for one frame and undergoing a brief period of intangibility. It is active on frame 2, making it the fastest attack in Jigglypuff's arsenal, and deals powerful knockback, KOing Mario at 67% from the ground and King Dedede at 87%. However, it has very short range and an extremely long duration of 249 frames (more than 4 seconds), leaving it very punishable if it misses or fails to KO the opponent. | |
Final Smash | Puff Up | 17% | Slowly puffs up. At the apex of the move, any characters touching Jigglypuff will be pushed away, then launched horizontally as it deflates. |
On-screen appearance
- Comes out of a Poké Ball, then does a short, bouncy dance.
Taunts
- Up taunt: Spins on one leg around and says "Jigglypuff" while puffing up a little.
- Side taunt: Spins very fast on one leg then stops and has its arm pointed upward while looking in the direction it's pointing.
- Down taunt: Waves its arms up and then flattens and floats down. Based on Jigglypuff's "faint" animation in battles in the home console Pokémon games.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle pose
- Turns to look towards the left and then returns to normal position.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Jig-gly-puff! | Pu-ri-n! |
Pitch | Female | Group chant |
Wii Remote selection sound
- Jigglypuff makes a bouncy noise and shouts.
Victory poses
- Up: Jumps up two times, then does an aerial flip.
- Left: Attempts to bounce up, but ends up on its back.
- Right: Rests, then wakes up for a split second before resting again.
Up | Left | Right |
---|---|---|
In competitive play
Matchups
Jigglypuff has one of the worst matchups in Brawl. It only counters Ganondorf and goes even with 3 characters. However, it gets soft countered by 9 characters, countered by 16, and hard countered by 7. Jigglypuff generally struggles dealing with characters who can outrange (Marth, Mr. Game & Watch, Donkey Kong), and camp (Olimar and Falco) it. In short, nearly every character in the game can negate Jigglypuff’s potent aerial game.
Notable players
- See also: Category:Jigglypuff professionals (SSBB)
- C7A - The only solo Jigglypuff player to reach notable success with the character. Considered the best Jigglypuff player in Europe and was able to defeat high-level players there with the character.
- Dapuffster - Was unanimously considered the best Jigglypuff player, and besides being one of the very few legitimate Jigglypuff mains, was the only one good enough to gain beyond regional recognition purely off his abilities. Living in the murderously strong NY/NJ area however, he was never a PR contender, and he would eventually drop Jigglypuff for Diddy Kong.
- Hungrybox - While he never remotely approached his level of greatness in Melee, he was a respectable player in Brawl despite using the drastically nerfed Jigglypuff and not having much practice in the game, being good enough to once get ranked on the Florida Power Rankings using Jigglypuff alongside King Dedede. Even when accounting for multi-character usage, no other player ever got ranked on a high level Brawl PR using Jigglypuff.
Tier placement and history
Jigglypuff has always been seen as one of the worst characters in Brawl; right away players noticed its significant nerfs to key attributes, and its terrible transitioning into Brawl's physics and gameplay changes. Over the years, despite Jigglypuff's still strong aerial game, air camping abilities, and amazing recovery, metagame developments for Jigglypuff have been startlingly barren. Jigglypuff is also perhaps the most unpopular character in Brawl competitive play, lacking the dedicated playerbase other low tier characters have, having barely any notable players, and being a very rare sight at even local tournaments with casual players. Jigglypuff's match-ups further compound this, with Meta Knight, Olimar, Marth, Snake, Zero Suit Samus, Mr. Game & Watch and Donkey Kong all hard countering Jigglypuff. As such, Jigglypuff has always been ranked among the four worst characters in the game in all iterations of the BBR's tier list. Some players even think Jigglypuff, rather than Ganondorf, is the worst character in the game; in fact the Japanese rank Jigglypuff as the worst character on their tier list.
Role in The Subspace Emissary
Jigglypuff is an optional character in the Subspace Emissary, much like Toon Link and Wolf, who consequently does not have a role in the story.
To unlock it, first the player must complete the Subspace Emissary, whereupon an extra door in The Swamp can be found that links to Pokémon Stadium 2, where Jigglypuff is performing a song. Jigglypuff is then fought and, if defeated, is unlocked (if not already unlocked) and joins the player's party.
Exclusive stickers
These stickers can only be used by Jigglypuff or a select few including it.
- Charizard: [Arm, Leg] attack +10
- Deoxys: [Slash] attack +10
- Entei: [Flame] attack +20
- Goldeen: [Leg] attack +4
- Groudon: [Flame] resistance +14
- Gulpin: [Electric] attack +16
- Jigglypuff: [Body, Spin] attack +31
- Jirachi: [Arm, Leg] attack +7
- Meowth: [Slash] attack +5
- Metagross: Launch resistance +23
- Mew: [Body, Spin] attack +4
- Moltres: [Flame] attack +20
- Pokémon Trainer: [Arm, Leg] attack +13
- Staryu: [Specials: Direct] attack +3
- Togepi: [Body, Spin] attack +11
- Torchic: [Flame] attack +8
- Weavile: [Slash] attack +5
In Event Matches
Solo Events
- Event 29: All-Star Semifinal Regulars: Jigglypuff is one of the opponents fought in this event. All opponents are characters that were unlockable from the original Super Smash Bros. game.
- Event 35: The Visitor to Flat Zone: As Mr. Game & Watch, the player must defeat Peach, Toon Link, and Jigglypuff on Flat Zone 2. All three opponents have the "Game & Watch" effect on their models.
Co-op Events
- Co-Op Event 16: Jigglypuff's Great Comeback: Jigglypuff and Mr. Game & Watch, who are tiny, must defeat Lucas and Ness, who are giant, on Castle Siege. As the stage changes to different backgrounds, Jigglypuff will grow and Lucas and Ness will shrink.
- Co-Op Event 21: The True All-Star Battle: Both players select a character and take on the entire roster on Battlefield.
Trophies
Jigglypuff's main and Final Smash trophies can be obtained by clearing Classic Mode and All-Star mode respectively with Jigglypuff.
- Jigglypuff
- A Balloon Pokémon. It invites opponents in close with its big, round eyes, then puts them to sleep with a calming song. The secret to the song's unfailing efficacy is Jigglypuff's ability to sing on the wavelength that will make its opponent the sleepiest. It also uses Attract to infatuate opponents who touch it. It uses a Moon Stone to evolve into Wigglytuff.
- Puff Up
- Jigglypuff's Final Smash. It wills its body to get bigger and bigger and bigger. It can't move, and it can't attack—all it can do is get bigger while everyone else looks on. However, it's invulnerable, and it overpowers all attacks to gradually push its opponents off the screen. It's a very simple technique, but how it's used determines its effectiveness.
Alternate costumes
Trivia
- In the American/PAL version, Jigglypuff has only two KO screams — one for a Star KO and another for a normal KO. Jigglypuff is the only character in Brawl to have a single blast line KO clip.
- In the Japanese version of Brawl, Jigglypuff has some additional voice clips that are removed in the American/PAL versions:
- Jigglypuff vocalizes when using its first jump.
- Jigglypuff contains two soft-damage yells and two hard-damage yells, the latter being used in the next game.
- Jigglypuff uses two different voice clips when getting KO'd past the blast lines.
- Most of Jigglypuff's voice clips were simple imports from Melee. One voice clip, involving it screaming "Jiggly!" was imported and can be heard in the sound test, but is not used by Jigglypuff at all in the game.
- Brawl is the only Super Smash Bros. game in which Jigglypuff does not have a bow as one of its costumes.
- Jigglypuff and Mr. Game & Watch are the only veterans who can no longer become helpless via any of their special moves in their transitions from Melee to Brawl. Their helpless animations, which are carried over from Melee can be seen briefly during their air dodge animations.
- Jigglypuff and Luigi are the only characters that players are not forced to play as in single-player Event Matches.
- Jigglypuff, along with Diddy Kong, Pokémon Trainer, and the Ice Climbers, are the only characters in Brawl that do not clap in the Results screen after losing or at the No Contest screen.
- Jigglypuff is the only character to have a slightly different damage meter portrait than its official artwork. The official artwork has it standing upright while the damage meter portrait has it tilted.
- Brawl is the first game in the Super Smash Bros. series in which Jigglypuff cannot be unlocked after completing Classic Mode (or its Smash 64 counterpart, 1P Game) with any character. This unlock criteria is instead given to Marth.
- This unlock criteria to unlock an unlockable character returns in Super Smash Bros. 4. In Super Smash Bros. for Nintendo 3DS, this unlock criteria is given to Ness, while in Super Smash Bros. for Wii U, said unlock criteria is given to Falco).
- Jigglypuff's trophy description states that it uses Attract to infatuate opponents who touch it, which is incorrect. Attract is a status move that causes infatuation, while Cute Charm is an ability that causes infatuation on physical contact, and one which Jigglypuff can have.
- Masahiro Sakurai stated that Jigglypuff, along with Toon Link and Wolf, were almost cut from Brawl due to time constraints and their late consideration for inclusion in the game, hence why they are excluded from and cannot be unlocked while playing through the main Subspace Emissary story[1].
External links
- Jigglypuff's page at Smash Bros. DOJO!!.
- Jigglypuff Character Guide on SmashBoards
- Jigglypuff's hitbox size of each of its moves
References
Fighters in Super Smash Bros. Brawl | |
---|---|
Veterans | Bowser · Captain Falcon · Donkey Kong · Falco · Fox · Ganondorf · Ice Climbers · Jigglypuff · Kirby · Link · Luigi · Mario · Marth · Mr. Game & Watch · Ness · Peach · Pikachu · Samus · Yoshi · Zelda / Sheik |
Newcomers | Diddy Kong · Ike · King Dedede · Lucario · Lucas · Meta Knight · Olimar · Pit · Pokémon Trainer (Charizard · Ivysaur · Squirtle) · R.O.B. · Snake · Sonic · Toon Link · Wario · Wolf · (Zero Suit Samus) |