Jigglypuff (SSBM)
Jigglypuff in Super Smash Bros. Melee | |
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Jigglypuff | |
Universe | Pokémon |
Other playable appearances | in SSB in Brawl |
Availability | Unlockable |
Tier | S (3) |
Jigglypuff, known in Japan as Purin (プリン, Purin), is an unlockable character in Super Smash Bros. Melee from the Pokémon series, making a return from the first Super Smash Bros game. Jigglypuff retains most of its moves from SSB, though with some modifications.
Due to its incredible recovery, the wall of pain, a powerful KO move, and an overall great aerial game and metagame, Jigglypuff is 3rd place on the tier list. Regardless, Jigglypuff still has a slew of problems; its combination of being light and floaty makes it easier to KO than other characters, and it has a rather short wavedash, though the latter point is relatively moot since Jigglypuff spends most of its time in the air. Jigglypuff's options on the ground are also limited, because of its poor range and a lack of a projectile.
How to unlock
- Complete Classic/Adventure mode on any difficulty/stock.
- Play 50 vs. matches.
Attributes
Jigglypuff is, in general, a character of extremes. It has the slowest dash speed (along with Zelda), the fastest air speed, the second lightest weight (along with Mr. Game & Watch), and the slowest falling speed. Jigglypuff will spend most of its time in the air, as it has 5 midair jumps, good aerial mobility due to the aforementioned slow falling speed and fast air speed, and a solid set of aerials. Its aerial maneuverability allows itself to weave in and out to attack (ex. wall of pain). It also allows Jigglypuff to have very long recovery and great edgeguarding tactics.
Jigglypuff's neutral special move, Rollout, is very powerful, has high priority, and covers a great distance. However, it requires charging, can lead to a self-destruct if players are not careful, and puts Jigglypuff into a helpless state if used in the air. Its side special, Pound, has relatively poor range and a bit of starting lag, but it has extremely high priority and can make Jigglypuff's recovery infinite (see Rising Pound). Its up special, Sing, puts enemies to sleep. This is next to useless when the opponent is at low damage because the opponent will wake up and attack Jigglypuff before it finishes singing. At higher damage, though, the opponent stays asleep longer. This means Jigglypuff can finish the opponent off with a smash attack or Rest. However, it will not help Jigglypuff recover, unlike most other up specials. Rest has very low range and leaves Jigglypuff extremely vulnerable if it misses, but if the attack lands, it KOs an opponent at almost any percent. Rest comes out in one frame (making it tied with Reflector for the fastest move in the game) and provides invincibility frames until Jigglypuff closes its eyes.
Jigglypuff is immune to most chain grabs and combos because it is very light, very floaty, is small, and has excellent DI (among the best in the game). Jigglypuff can combo itself due to huge priority and low knockback attacks. Jigglypuff does lack a projectile, but its very low crouch allows it to dodge many projectiles from opponents. If Jigglypuff's shield breaks on a stage with no ceiling, Jigglypuff will be Star KOd (see Shield Jump), but Jigglypuff's shield is large in relation to its body. Another problem is that Jigglypuff has a poor wavedash due to its high traction, but Jigglypuff spends most of its time in the air anyway.
Jigglypuff biggest weakness are its poor range and extremely low weight. While good for a character of its size, Jigglypuff's range is still short. In addition to being lightweight, Jigglypuff is also floaty. This makes it very easy to KO from any side of the screen. Good Jigglypuff players need to continuously combo the opponent, as a single powerful hit can be devastating to Jigglypuff.
Moveset
Ground attacks
Normal
- Neutral attack- Two fast jabs. The first hit does 2-3%, the second does 3-5%. The first hit, though low in range, has good enough hitstun to be L-cancelled into a grab, into a tilt, or into itself. The second hit is good for spacing.
- Forward tilt- Quick roundhouse spin, with foot extended. 10%, move gets stale very quickly.
- Down tilt- Quickly extends its foot downwards as a Drill Kick. 10%.
- Up tilt- Extends its foot upwards quickly. Surprisingly good at combos, can chain into it at low percentages, and at higher percentages it is a great setup for an aerial attack. 9%
- Dash attack- A generic dash attack, trips and falls head-first. Somewhat fast, but predictable. 12%
Smash attacks
- Forward smash- Does a small hop forward with foot extended. Minor startup and ending lag, but good finisher at higher %'s. 17% damage.
- Down smash- Enlarges both feet below it. Great for spacing, if used near the edge can lead into an edgeguarding kill. 12% damage.
- Up smash- Rocks it's head up. Though having small startup and ending lag, it is good for leading into aerial combos or finishing. 14%.
Other attacks
- Ledge attack- Gets up on stage, foot extended. 6% damage.
- 100% Ledge attack- Slows gets up and spins it's body in a similar fashion to down smash. 6% damage.
- Floor attack- Gets up and spins body in a similar fashion to down smash. 8% damage
Aerial attacks
- Forward aerial- Undoubtedly one of Jigglypuff's best moves, fastly extends both feet in front of itself. It has excellent knockback for edgeguarding. This move is the backbone of most of Jiggly's aerial combos. 12% damage.
- Neutral aerial- Squishes itself and extends it's feet. Good priority and also decent spacing move. 12% damage has Sex Kick properties, as it gets somewhat weaker as it's out.
- Down aerial- A drill kick. Not much hitstun, though has good amount of damage when all hits connect. 11% damage if all hits connect.
- Back aerial- Similar to its forward aerial, this move is Jigglypuff's key tool for edgeguarding. Suddenly turns around and kicks. Good speed. 12% damage.
- Up aerial- Waves it's hand up in an arch. Not the best aerial killer, though excellent for juggling. 11% damage.
Grabs & throws
- Pummel- Punches foe in the stomach. 2-3% damage per hit. Somewhat slow.
- Forward throw- Puff itself up and launches foe in front. Surprising knockback for a throw of Melee, can lead into an edgeguard kill near the ledge. Second strongest forward throw in Melee. The knockback can KO opponents above 130% when used very close to the ledge. 12% damage.
- Up throw- Tosses foe above itself. Can lead into aerial combos against fast fallers. It can also lead into up aerial at low percentage. 11% damage.
- Back throw- Similar to Kirby's, takes foe and throws them behind while going on its back. 10% damage.
- Down throw- Grinds foe with itself on the floor. 8% damage.
Special moves
Matchups
Avg. | |||||||||||||||||||||||||||
Changes from N64 to Melee
- New neutral special (Rollout). Pound is now Jigglypuff's side special.
- Pound is a lot faster in terms of starting lag, ending lag and duration. This allows it to combo more easily, especially on fast fallers.
- Rest has much more knockback, while now setting the opponent on fire.
- New Forward throw (Its old forward throw is now its up throw) and back throw.
- Up tilt is slower.
- Neutral aerial and up aerial both have reduced knockback (and range in the neutral aerial's case).
- Forward and back aerials have doubled in range.
- The sex kick effect of the forward aerial lasts for a shorter time.
- Back aerial no longer has a weak 9% damage hit if it hits at the very end of the animation.
- More range overall.
- Down aerial drill kick has been halved in damage (from 30% to 15%) and gives very little stun.
- Falls faster (though it is still the floatiest character).
- Down smash's hitbox doesn't stay out for as long as it did.
- Teleport has been removed.
- More aerial maneuverability.
- Sing sleeps opponents for longer.
- Down tilt no longer knocks the opponent slightly up and out, but sends them skidding away.
- Red and Green costumes are no longer a bow. (Red is now a flower, green is a headband)
- All jumps give height. (In SSB, its 4th midair jump gave next to no height and the 5th merely stalled it in the air for a couple of frames giving no height at all)
- New taunt.
- Now, when Jigglypuff loses or a match is reset, it moves its head both ways continuously rather than stopping.
- Better overall matchups (no longer a "glass cannon" as in SSB)
- Easier to use Rising pound.
Techniques
- Wall of pain: Repeatedly using front or back aerials on an opponent, usually off the stage.
- Pillow Rest: On any breakable surface (blocks in Yoshi's Island, Green Greens, and Mushroom Kingdom.) Down throw an opponent and right after the throw breaks the block, the throw is interrupted and both characters fall. Rest right after the block breaks and it will almost always hit the opponent.
- Space Animal slayer: As one might guess, it is useful against Fox, Falco and to a lesser extent Captain Falcon. Up throw or up tilt them, chase the DI and then Rest them. It is a very effective technique.
- Jigglypuff is famous for its very long recovery. With Pound, five midair jumps and an air dodge, Jigglypuff has many resources with which it can recover. It can use Rising Pound repeatedly to move any length horizontally without losing height, and by using Rising Pound in between each midair jump, Jigglypuff can also attain a very high vertical recovery. Because of the great length and flexibility of its recovery, Jigglypuff is able to perform feats, such as the reverse Hyrule Jump and traversing the underside of Corneria, that few other characters can match.
Trophy descriptions
In addition to the normal trophy about Jigglypuff as a character, there are two trophies about it as a fighter, unlocked by completing the Adventure and All-Star modes respectively with Jigglypuff on any difficulty:
- Jigglypuff (Adventure)
- Jigglypuff's normal attacks are weak, and because of its light weight it's easily sent flying. However, with its incredible midair agility, it seems to dance when airborne. Rollout is a powerful speed attack, but be careful not to fly off the edge. Pound does serious damage, and it can also help as a recovery move.
- Jigglypuff (All-Star)
- Jigglypuff can put its enemies to sleep if they are in range of its Sing attack, although the attack does not work on airborne foes. Rest puts Jigglypuff into a deep sleep, but at the instant it drops off, an intense energy force radiates out of the exact center of its body. If this force comes in contact with an enemy, look out! Rest is Jigglypuff's wild card.
Palette swaps
Trivia
- Jigglypuff is one of the four unlockable characters to be shown in the game's introduction. The other three being: Ganondorf, whose fist is shown briefly alongside Link and Zelda's hands; Pichu, who appears near Pikachu right before Jigglypuff appears; and Young Link who is shown shortly before Link is.
- A CPU Jigglypuff will never use Rollout (though a CPU Kirby will use Rollout should he swallow and copy Jigglypuff, though he will never charge it). Also, if a CPU Jigglypuff uses all of its jumps while recovering, it will use Sing instead of using an air dodge or Pound while trying to recover.
- Changing the language on an English copy of SSBM from English to Japanese will actually change Jigglypuff's voice actor. Jigglypuff is the only character who's voice changes completely.
- A CPU Jigglypuff will only use Rest on Event 39, "Jigglypuff Live".
- Jigglypuff's and Mr. Game & Watch's "head sprite" are the only ones to show their entire body.
Fighters in Super Smash Bros. Melee | |
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Veterans | Captain Falcon · Donkey Kong · Fox · Jigglypuff · Kirby · Link · Luigi · Mario · Ness · Pikachu · Samus · Yoshi |
Newcomers | Bowser · Dr. Mario · Falco · Ganondorf · Ice Climbers · Marth · Mewtwo · Mr. Game & Watch · Peach · Pichu · Roy · Young Link · Zelda (Sheik) |