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 and Melee 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. Virginie Demians and Dina Kuerten's portrayals of Jigglypuff from Brawl were repurposed for the French and German versions, respectively.

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 2nd 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.

Attributes

Jigglypuff is a character of extremes, as evident with its attributes: it has the second-fastest air speed, the highest air acceleration, the slowest falling speed, and the lowest gravity. These attributes make Jigglypuff a very mobile character in the air. However, it has the second-slowest walking speed, the third-slowest dashing speed, the fourth-slowest initial dash speed, the second-lightest weight and the lowest jump force. As such, these attributes make Jigglypuff unable to quickly traverse the stage on foot without relying on foxtrotting, and susceptible to early KOs. To make up for its low jumping force, however, it has five midair jumps, which further enhance its aerial evasiveness. Its combination of light weight and floatiness results in Jigglypuff being fairly difficult to combo compared to most other characters as well, but conversely makes it fairly difficult for it to land.

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 within an attack's final frames. All of its aerials, aside from up aerial, also have enough range to be spaced correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and approach opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Neutral aerial is its fastest aerial and a fairly strong sex kick, even when stale, and can easily gimp poor recoveries due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good out of shield or approach option, and its long duration allows it to break combos. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can also easily put opponents off-stage, and is the main component of the wall of pain technique: once an opponent with a poor recovery is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size; similarly to Marth, Roy, Lucina and Chrom, the move also has the interesting trait of completely turning Jigglypuff around after its use. It is also safe on shield due to its high damage output and above-average hitlag, though it is also Jigglypuff's slowest aerial, making it a bit predictable. Up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with juggling, and it is also a situational finisher near the upper blast line. 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, very fast air speed, multiple jumps and strong air game give it a tremendous off-stage presence. Due to lacking a traditional recovery move, its recovery is fairly susceptible to gimping, though its other attributes make its recovery very effective regardless. 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 fearsome at edgeguarding: with proper spacing and good timing, it can gimp all but the farthest distanced recoveries without being put at risk; Cloud, Chrom, Ganondorf, Dr. Mario and 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 vertical knockback at all percentages, to the point where it can reliably KO any character at 70%, but KOs most characters at as early as 50%. It hits on frame 2 with a flower effect and has full intangibility until Jigglypuff closes its eyes. In addition to being an incredible punishment option, the threat of Rest forces opponents to be very careful when using laggy moves, especially due to Jigglypuff's ability to perform an occasionally situational true combo into it. One of the best ways to confirm a Rest 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 can be launched too far away past low percentages. Lastly, 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, a jab reset, or interrupting an opposing neutral attack, though few characters are vulnerable to these methods, and they usually require impeccable timing. Platforms can be a saving grace when considering Rest, as they can lead into 0% KO confirms on certain characters and, if they are moving, can make it a bit harder to punish. For all its potential, however, Rest has extremely slow interruptibility, making it very easy to punish if whiffed, though Jigglypuff can skip some of the move's ending lag if it is successfully landed.

However, Jigglypuff is held back by numerous weaknesses. The most detrimental is its survivability: Jigglypuff's stats result in it having among the worst endurance out of any character in the game. As a result, it can be knocked out as early as 35% with a sufficiently strong attack. Rage is an additional burden, since opponents can send it flying even earlier with it. These drawbacks force Jigglypuff to play extremely cautiously, as any damage taken can prove dangerous in the long run. Adding insult to injury, Jigglypuff has a unique fighter ability in which its 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 lack of range and slow grounded approach prevent it from racking up large amounts of damage with only a few moves. This is 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 surprisingly 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 a decently damaging set of throws, the former have very short range and the latter lack any follow-ups or KO potential, with its strongest throw, up throw, not being able to KO reliably even well beyond 200%. This also results in Jigglypuff being easily kept at bay by shields without the usage of Pound's high shield damage.

Jigglypuff's approach, despite being good in the air, is overall predictable. 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 are not good for approaching from a long distance as they are unsafe on shield when late, and its dash attack is terrible at doing so due to its long duration, despite its low cooldown. Coupled with the overall short range on its attacks, it is at a big disadvantage against characters with large disjoints like Ike, Lucina, and Chrom. Its polarizing mobility is also a noticeable flaw. Although it has among the best aerial games in Ultimate, its ground movement is one of the worst, as it does not efficiently give Jigglypuff the chance to traverse across the ground quickly like most other lightweight characters can, and in turn makes it very troubling on the offensive side of battle should it be going against speedy characters, such as Fox.

Overall, Jigglypuff is an air-based glass cannon that can quickly rack up damage or KO opponents, but can be KOed just as quickly. Its strengths are on par with its weaknesses, and while it has lower representation than most other characters due to its aforementioned weaknesses, it has received somewhat reasonable results from players such as Arika and BassMage.

Changes from Super Smash Bros. 4

Jigglypuff is infamous for being one of the worst characters in the two previous games, especially in SSB4, where it is widely accepted to be the very worst character. Because of this, Jigglypuff has been significantly buffed in the transition to Ultimate.

The most notable direct changes are to its aerial attacks, having greatly reduced landing lag. When combined with its faster air speed, this allows Jigglypuff to more easily string its aerial attacks into one another, significantly improving its combos and damage output. In addition, Pound has less ending lag 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, while among the fastest and some throws 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 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 a 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. Finally, Ultimate includes significantly more viable swordfighters and zoners compared to previous games, both archetypes that Jigglypuff still struggles against, meaning that Jigglypuff still suffers from numerous unfavorable matchups.

Overall, Jigglypuff's buffs greatly outweigh its nerfs, and in result is significantly more effective than in Brawl and SSB4, becoming once again a proper glass cannon. However, it still notably falls behind when compared to its appearance in Melee. While Jigglypuff's positive traits have been notably improved from its previous appearances, they still are not nearly as ridiculous as in Melee, while its drawbacks still remain mostly the same as in its previous appearances. Because of this, Jigglypuff has somewhat mixed competitive reception. While it is no longer considered to be one of the worst characters in the game, many top professional players still rank Jigglypuff as a low-tier or mid-low tier character. While significantly better than in SSB4, Jigglypuff's tournament representation in Ultimate is still rather low. However, Arika has achieved moderately decent results in Japan, and Hungrybox, while not taking Ultimate as seriously, has had close games with other top professional players. This indicates that Jigglypuff might have at least some kind of potential, so its viability is up to debate.

Aesthetics

  •   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.
  •   Jigglypuff is slightly more expressive, using a wider variety of expressions rather than simply smiling or looking surprised.
  •   The animation where Jigglypuff looks back is 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.
  •   Jigglypuff's ears fold slightly inward when using Rollout or Rest.
  •   Jigglypuff has an altered airdodge animation, where it poses more gracefully during the ending lag.
  •   Side taunt is much faster; over twice as fast. Up taunt is also slightly faster.
  •   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.
  •   Jigglypuff has new walking animations. Its slow walking animation is now a tiptoe similar to its running animation, while its standard walking animation faces more toward the screen.

Attributes

  •   Like all characters, Jigglypuff's jumpsquat animation takes 3 frames to complete (down from 6).
  •   Jigglypuff runs faster (1.155 → 1.271).
    •   Jigglypuff's initial dash is faster (1.4 → 1.65).
  •   Jigglypuff walks slightly faster (0.7 → 0.735).
  •   Jigglypuff's air speed is faster (1.269 → 1.332).
  •   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 highest traction in Ultimate.
  •   Forward roll grants less intangibility (frames 4-17 → 4-15).
  •   Back roll has slower startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 36).
  •   Spot dodge has less startup (frame 4 → 3) and ending lag (FAF 29 → 27).
  •   Spot dodge grants less intangibility (frames 4-19 → 3-17).
  •   Air dodge grants more intangibility (frames 4-29 → 4-32).
  •   Air dodge has significantly more ending lag (FAF 35 → 75), becoming the slowest air dodge in the game by a wide margin. This makes it much more punishable, and removes its former ability to bait approaches in combination with Jigglypuff's floatiness and fast aerial movement.
  •   The changes to air dodges significantly improve the effectiveness of Jigglypuff's aerial attacks, making them much harder to avoid. Thanks to this, Jigglypuff regains a large part of its edgeguarding capabilities.
    •   Additionally, the reintroduction of directional air dodges further improve Jigglypuff's recovery, granting it additional distance after having used up all jumps.
  •   The homogenization of fall speeds during vertical knockback significantly improves Jigglypuff's survivability, but makes it considerably more susceptible to combos.
  •   Jigglypuff arguably benefits most from the weakening of the rage mechanic, increasing its endurance.

Ground Attacks

  • Neutral attack:
    •   The first hit transitions into the second hit faster (frame 9 → 7).
    •   The second hit launches at a lower angle that is consistent throughout (55°/65° → 361°), and has more base knockback (22 → 50), increasing its efficiency in keeping opponents away.
    •   Both hits have a higher hitlag multiplier (1× → 1.3× (hit 1), 1.7× (hit 2)), giving opponents more time to SDI the first hit and DI the second hit.
    •   The first hit has altered angles (60°/78° → 361°/180°) and knockback (12 base/50 scaling → 18/20 base/25/20 scaling) to keep opponents close to Jigglypuff, akin to other neutral attacks. This allows it to connect better into the second hit, and restores its jab lock ability from previous games, but hinders its jab cancel setups.
  • Forward tilt:
    •   Forward tilt has less ending lag (FAF 28 → 25). Combined with the increased shieldstun for tilt attacks, this makes it safer on shield.
    •   Jigglypuff's foot doesn't stretch as much during the attack, reducing its range.
  • Up tilt:
    •   Up tilt has one frame more ending lag (FAF 24 → 25).
  • Down tilt:
    •   Down tilt has increased knockback scaling (55 → 68), now allowing it to KO under 200% from the center of Final Destination.
  • Dash attack:
    •   Dash attack's clean hit has increased base knockback (16 → 57), with its knockback scaling compensated (100 → 83). This improves its safety on hit at low percents, while keeping its KO ability at high percents.
    •   It has larger hitboxes (5u (clean)/4u (late) → 5.5u/4.5u) and better hitbox placement, giving it more range.
    •   It launches at a different angle (361° → 43°), removing its ability to lock opponents.
    •   The clean hit has a shorter duration (frames 5-9 → 5-7), with the late hit lasting longer instead (frames 10-20 → 8-20).
    •   The late hit has less knockback scaling (100 → 83).
    •   It has a new animation where Jigglypuff's face is angled toward the screen with its limbs more elegantly spread.
  • Forward smash:
    •   Forward smash deals more damage (15% → 16% (clean), 12% → 14% (late)), with knockback scaling mostly compensated only on the clean hit (115 → 110), improving its KO potential.
    •   The animations of both the charge and execution of the move have changed. Jigglypuff charges it by holding its foot behind itself, then swiftly swings its foot around to execute a roundhouse kick, similar to Kirby.
  • Up smash:
    •   Up smash deals more damage with no sourspot (14%/12% → 15%), and knockback scaling mostly compensated (105 → 100), making its KO ability more consistent.
    •   While the hitbox placement is better, the size of the hitbox has been reduced (7.2u → 6u).
  • Down smash:
    •   Down smash has a longer hitbox duration (frames 14-15 → 14-16).
    •   The changes to the 0° launch angle cause the attack's angle to increase at higher percents.
      •   However, it has much greater knockback scaling (69 → 99), significantly improving its KO potential despite these changes.

Aerial attacks

  •   All aerials have less landing lag (15 frames → 9 (neutral, forward, up), 18 → 11 (back), 30 → 15 (down)).
  • Neutral aerial:
    •   Neutral aerial's clean hit now uses an extended hitbox with better placement and horizontal reach (Z offset: 8u → 9u-10u).
  • Forward aerial:
    •   Forward aerial has better hitbox placement and horizontal reach (Z offset: 9u → 10u).
  • Back aerial:
    •   Back aerial has less startup lag (frame 12 → 10), with its total duration reduced as well (FAF 40 → 38).
    •   It auto-cancels earlier (frame 28 → 26).
    •   It turns Jigglypuff around after its use, 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.
  • Up aerial:
    •   Up aerial has less ending lag (FAF 45 → 40).
  • Down aerial:
    •   Jigglypuff can no longer jump out of a full hopped down aerial onstage due to the changes to full hops, making it harder to follow up.

Throws and other attacks

  • Grabs:
    •   All grabs have more ending lag (FAF 27 → 33 (standing), 33 → 40 (dash), 32 → 35 (pivot)).
    •   Dash and pivot grabs have more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).
  • Pummel:
    •   Jigglypuff has a new pummel: it kicks opponents with one foot instead of slapping them.
    •   Pummel deals more hitlag (5 frames → 14), but has significantly less startup (frame 10 → 1) and ending lag (FAF 21 → 7), shortening its duration.
    •   It deals much less damage (3% → 1.3%).
  • Forward throw:
    •   Forward throw launches at a more desirable angle for edgeguarding (55° → 50°), and has slightly more base knockback (100 → 103).
  •   The speed of back throw and up throw is no longer weight-dependent.
  • Up throw:
    •   Up throw has less ending lag (FAF 42 → 38).
    •   It deals less damage (10% → 8%), although with its base knockback somewhat compensated (110 → 130).
  • Down throw:
    •   Down throw's first hit deals more damage (4% → 6%; 10% → 12% total).
    •   It has more base knockback (100 → 105), and a lower launch angle (80° → 75°).
  • Edge attack:
    •   Edge attack deals more damage (6% → 8%).

Special moves

  • Rollout:
    •   Rollout deals more damage (6%-14% → 10%-20%), with its knockback not fully compensated (30 base/92/102 scaling → 60 base/60 scaling), increasing its KO potential.
    •   The aerial version launches at the same angle as the grounded version (90° → 30°).
    •   Its rebound animation is much faster.
    •   It has greatly reduced ending lag on hit (FAF 73 → 53).
    •   When using an uncharged Rollout, Jigglypuff will only roll once, significantly speeding up the animation.
    •   Jigglypuff is able to move after hitting an opponent with Rollout in the air, like in Brawl, preventing it from self-destructing if the move is landed offstage.
      •   Additionally, Jigglypuff can grab ledges during this state.
    •   Grass terrain no longer allows for faster turning while using Rollout, but ice terrain still prevents turning.
    •   Rollout can no longer be held indefinitely, instead being unleashed automatically one second after it becomes fully charged.
    •   Jigglypuff cannot roll through opponents while turning, removing the ability to cross up counters.
    •   An unknown bug may cause the rebound to send Jigglypuff much higher, cause it to fall slower, and prevent sideways movement.
  • Pound:
    •   Pound has less ending lag (FAF 46 → 40), allowing for true combos into other moves, including Rest.
    •   It has more range when used in the air.
    •   Jigglypuff can no longer accelerate in the air during the startup of Pound, making consecutive Pounds to recover much less effective.
  • Sing:
    •   All of Sing's hits have less startup lag (hit 1: frame 29 → 27, hit 2: 73 → 61, hit 3: 122 → 100).
    •   It has significantly less ending lag (FAF 180 → 150).
    •   It has slightly more range.
    •   It has more knockback scaling (30/10 → 40/30), putting opponents to sleep for longer as a result. Combined with its lower ending lag, opponents can no longer wake up before Jigglypuff can act.
    •   Jigglypuff can move slightly while using Sing in the air.
  • Rest:
    •   Rest has significantly less ending lag, especially if it hits (FAF 230 → 210 (miss), 187 (hit)), reducing the risk of respawning opponents punishing Jigglypuff after getting KOed by the move.
      •   This makes it possible to recover back to the ledge after landing Rest offstage, albeit with significant risk of being edgeguarded.
    •   Its hitbox size has been increased (3.4u → 3.8u).
    •   Due to the altered jostle mechanics preventing characters from running through each other, Rest can no longer hit most characters out of a walk or run.
    •   Rest triggers Special Zoom upon connecting.
  • Puff Up:
    •   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 after it sings.
    •   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

Jigglypuff has been slightly buffed by game updates.

  2.0.0

  •   Forward tilt has less ending lag (FAF 28 → 25).
  •   Down tilt has more knockback. This improves its edge-guarding and KO potentials.
  •   Sourspotted up smash deals more damage (13% → 15%).
  •   Back aerial has less start-up (frame 12 → 10) and ending lag (FAF 40 → 38).
  •   Forward throw's angle has been adjusted (55° → 50°). This makes it better for setting up edge-guards.
  •   Puff Up's Final Smash Meter has a higher knockback multiplier (0.815× → 0.92×).

  3.0.0

  •   Puff Up's pushbox is bigger while Jigglypuff is inflating.

  3.1.0

  •   Neutral attack's first hit has less base knockback (25 → 18). This makes its hits connect more reliably.
  •   Neutral attack's second hit has more range (Z2 offset: 0u → 9u).

Moveset

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

  Name Damage Description
Neutral attack   3% Jigglypuff performs two alternating punches. Both hits can lock, but the second hit will fail at percentages greater than 3%.
3%
Forward tilt   10% A roundhouse kick. It can be angled, and can lock at low percents.
Up tilt   9% (clean), 8% (late) A scorpion kick. Unless the opponent has a tall hurtbox, this move will fail to hit anyone in front of Jigglypuff. Can combo into itself or an up aerial at low percents.
Down tilt   10% A crouching shin kick. Launches opponents at a semi-spike angle, making it a good tool for spacing.
Dash attack Jiggly Ram 12% (clean), 8% (late) Leaps off the ground and attacks with a lunging headbutt.
Forward smash   16% (clean), 14% (late) Holds its foot behind itself and then attacks with a lunging roundhouse kick. Can lock at low percentages.
Up smash   15% An upwards headbutt.
Down smash Jiggly Split 11% A spinning split kick. Grants intangibility on Jigglypuff's feet (frames 10-12). Opponents with high damage are launched at a higher angle.
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 aerial. 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. Good for juggling, and can be used to initiate combos if it hits an opponent just before Jigglypuff lands.
Down aerial   1.5% (hits 1-8), 2% (hit 9) A diagonal corkscrew dropkick. Good out of shield option and somewhat effective as an anti-juggling option. It is slightly less unsafe than in the previous game with 15 frames of landing lag (halved from 30), but should still be used cautiously.
Grab   Reaches out. Has very short range, but is very fast, with only Pichu's grab being faster.
Pummel   1.3% Kicks the opponent.
Forward throw 5% (hit 1), 5% (throw) Puffs up once to launch the opponent forward. Despite its moderate knockback, its KO potential is abysmal. Instead, it is much more effective for setting up edgeguards due to its low endlag.
Back throw 10% A German suplex. Like its forward throw, this move is useful for setting up edgeguards.
Up throw 8% Spins once to fling the opponent upward, leaving a trail of sparkles. Has high base knockback, but is offset by its low growth.
Down throw 6% (hit 1), 6% (throw) 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.

On-screen appearance

Emerges from a Poké Ball and spins while floating before landing.

Taunts

  • Up taunt: Spins around on one foot, then faces at the screen inflated, saying "Jigglypuff!" (プリプリーン!)
  • Side taunt: Twirls around many times, then poses (similar to Kirby's side taunt, except it twirls faster). Performed significantly faster than in previous games.
  • Down taunt: Breathes all the air out of itself and falls to the ground, flattened. It inflates itself upon contact. Similar to its fainting animation in home-console Pokémon spin-offs, such as Pokémon Stadium and Battle Revolution.

Idle Pose

  • Looks at its side while jumping.

Victory poses

  • Left: Jumps twice, twirls, and poses similar to its official SSB4 render.
  • Up: Runs into the scene, loses its balance, then backflips and poses.
  • Right: 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

From the start of the metagame, while players have acknowledged the significant buffs to Jigglypuff that allowed it to become a proper glass-cannon once again, its strengths have never been considered to maintain a commanding presence. As such, while Jigglypuff’s matchups from the previous two incarnations have improved, they are still subpar (as it still doesn’t fare well with being camped and characters with large disjointed).

Notable players

Classic Mode: All Original, All 64

 
Jigglypuff's congratulations screen.

Jigglypuff fights the cast of the original Super Smash Bros.. The order of the battles starts off with Link just like the 1P Game from the original Super Smash Bros. Therefore Jigglypuff's Classic Mode is a reference to the 1P Game from Smash 64 (as it fights the characters in the Original 12 from the original game).

Round Opponent Stage Music Notes
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  , Ness  , Captain Falcon  , and Jigglypuff   Battlefield Final Destination - Super Smash Bros. This battle is a free-for-all. If the player selects the 6th costume, the CPU Jigglypuff uses the default Jigglypuff   instead.
Bonus Stage
Final Giant Donkey Kong   Kongo Jungle (Ω form) Jungle Level (64)

Note: Every stage (except for Battlefield, which was instead referred to as Duel Zone) 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 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 referencing his status as a unique mini-boss in the original 1P Game.

Credits roll after completing Classic Mode. Completing it as Jigglypuff has Pokémon Center - Pokémon Red / Pokémon Blue accompany the credits.

Role in World of Light

 
Finding Jigglypuff 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 early by taking Sheik's route, and to reach it, the player must either cross a bridge or circle through a lake.

Fighter Battle

No. Image Name Type Power Stage Music
12 Jigglypuff Shield 3,300 Mushroom Kingdom U (Ω form) Road to Viridian City - Pokémon Red / Pokémon Blue

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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.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
23 Rock Mario Super Mario series •Metal Jigglypuff   4,200 Mario Galaxy (Battlefield form) N/A •The enemy's neutral special has increased power
•The enemy favors neutral specials
•The enemy is metal
Melty Monster
65 Big Urchin Super Mario series •Giant Jigglypuff   3,800 Mushroom Kingdom U (Battlefield form) •Item: Unira •The enemy is giant
•The enemy is easily distracted by items
Ground Theme / Underwater Theme - Super Mario 3D Land
80 The Odyssey Super Mario series •Giant Jigglypuff   4,400 Rainbow Cruise •Hard to Launch •Timed battle
•The enemy is hard to launch
•The enemy shields often
Fossil Falls
188 Wind Fish The Legend of Zelda series •Giant Jigglypuff   13,800 Temple (Battlefield form) •Flowery
•Hazard: Slumber Floor
•The floor is sleep-inducing
•You constantly take minor damage
•The enemy is giant
Tal Tal Heights
337 Pitch Kirby series Jigglypuff   1,800 Green Greens (hazards off) N/A •Only certain Pokémon will emerge from Poké Balls (Fletchling)
•The enemy loves to jump
Forest Stage
338 ChuChu Kirby series Jigglypuff   2,400 Dream Land •Hazard: Sticky Floor •The floor is sticky Planet Popstar
344 Gryll Kirby series Jigglypuff   1,700 Green Greens (Battlefield form) •Item: Warp Star •The enemy is easily distracted by items Green Greens (Melee)
429 Clefairy Pokémon series Jigglypuff   1,800 Magicant •Hazard: Screen Flip •The screen will suddenly flip after a little while Pokémon Center - Pokémon Red / Pokémon Blue
449 Chansey Pokémon series Jigglypuff   3,800 Pokémon Stadium •Health Recovery Stamina battle
•The enemy is healed after a little while
Pokémon Center - Pokémon Red / Pokémon Blue
452 Goldeen Pokémon series Jigglypuff Team   (×4) 1,400 Delfino Plaza •Hazard: High Gravity •All fighters have reduced jump power
•Only certain Pokémon will emerge from Poké Balls (Goldeen)
Road to Viridian City - Pokémon Red / Pokémon Blue
469 Bellossom Pokémon series Jigglypuff   1,800 Yoshi's Island (Battlefield form) •Item: Lip's Stick •Only certain Pokémon will emerge from Poké Balls (Bellossom)
•The enemy is easily distracted by items
Pokémon Gold / Pokémon Silver Medley
481 Miltank Pokémon series Jigglypuff   1,700 Gaur Plain (Battlefield form) N/A •The enemy's neutral special has increased power
•The enemy favors neutral specials
Pokémon Gold / Pokémon Silver Medley
536 Meloetta (Aria Forme) Pokémon series Jigglypuff   (×4) 9,500 Prism Tower (Battlefield form) •Hazard: Slumber Floor •The floor is sleep-inducing
•The enemy favors neutral specials
•Only certain Pokémon will emerge from Poké Balls (Meloetta)
N's Castle
808 Winged Pikmin Pikmin series •Tiny Jigglypuff Team   (×12) 2,000 Garden of Hope (Ω form) •Item: Screw Attack •Timed Stamina battle
•The enemy favors neutral air attacks
•Reinforcements will appear after an enemy is KO'd
Garden of Hope (Original)
850 Celeste Animal Crossing series Jigglypuff   3,800 Smashville N/A •The enemy favors down specials Outdoors at 7 p.m. (Sunny) / Main Street - Animal Crossing: New Leaf
863 Lottie Animal Crossing series Jigglypuff   1,700 Tomodachi Life •Item: Hammer •The enemy starts the battle with a Drill
•The enemy is easily distracted by items
House Preview
964 Tatsu Xenoblade Chronicles series Jigglypuff Team   (×4) 2,500 Gaur Plain (Battlefield form) Assist Trophy Enemies (Riki) •Hostile assist trophies will appear Gaur Plain
970 Tora Xenoblade Chronicles series Jigglypuff  
Daisy  
3,400 Gaur Plain N/A Stamina battle
•The enemy's shield has extra durability
Battle!! - Xenoblade Chronicles 2
1,182 Starly The Legendary Starfy series Jigglypuff   3,800 Tortimer Island (Battlefield form) •Temporary Invincibility •The enemy will occasionally be invincible after a little while Tortimer Island Medley
1,196 The Chorus Kids Rythm Heaven series Jigglypuff   (×3) 9,100 Wii Fit Studio N/A •The enemy favors up specials
•The enemy is giant
•The enemy has increased attack power
Monkey Watch
1,258 Mallo Pushmo Jigglypuff   9,100 Paper Mario •Sudden Final Smash •The enemy will suddenly have a Final Smash when the enemy's at high damage
•The enemy favors grabs and throws
Welcome Center

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
198 Darunia The Legend of Zelda series Donkey Kong  
Jigglypuff   (×8)
1,400 Gerudo Valley (Battlefield form) •Hazard: Lava Floor •Defeat the main fighter to win
•The floor is lava
•The enemy starts the battle with a Hammer
Hidden Mountain & Forest Goron
690 Ball Game & Watch series Mr. Game & Watch  
Pac-Man  
Jigglypuff  
Kirby  
3,900 Flat Zone X (hazards off) •Item: Balls •The enemy favors grabs and throws
•The enemy's throwing type items have increased power
Flat Zone 2 Ball
948 Ghosts Pac-Man series Kirby  
Jigglypuff  
Squirtle  
Pac-Man  
3,500 Pac-Land (Battlefield form) Assist Trophy Enemies (Ghosts) •Hostile assist trophies will appear PAC-MAN Pinky
1,153 Lip Panel de Pon series Mii Swordfighter   (Lip Wig, Lip Outfit)
Jigglypuff  
9,200 Garden of Hope •Flowery
•Item: Lip's Stick
•Defeat the main fighter to win
•You constantly take minor damage
•The enemy starts the battle with a Lip's Stick
Lip's Theme - Panel de Pon Watabou the Fluffy or Furifuri the Rabbit

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

  • Jigglypuff is the only character who travels to Super Happy Tree in Classic Mode.
    • As well as Dr. Mario, Jigglypuff is the only other character to travel to Battlefield in Classic Mode.
  • Jigglypuff is the only unlockable character to be fought on a Smash 64 stage, that being Saffron City.
  • Ultimate is the first game since Smash 64 to have Jigglypuff's stock icon not include its entire body.
  • 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.
    • Coincidentally, one of Jigglypuff's costumes has Kirby's Sleep ability hat.
  • Jigglypuff is the only Pokémon veteran that appeared in both Brawl and Smash 4 but is absent in the World of Light opening cutscene.
  • Jigglypuff's Classic Mode is the only one not to go any stages outside of ones that originate from Smash 64, and one of few fighters who does not fight a designated boss, instead fighting a character who is otherwise playable (in this case, Giant Donkey Kong). The other fighters with the same attribute are Bayonetta, who faces a giant Palutena, and Hero, who faces Robin and a giant Charizard.
    • Mushroom Kingdom is the only Smash 64 stage that Jigglypuff does not travel to in its Classic Mode.
  • Jigglypuff and Piranha Plant are the only characters whose Classic Mode opponents are based on the Smash games they originated as fighters in. (Jigglypuff faces all 12 original veterans from Smash 64, despite not having Master Hand for a boss, but rather a Giant Donkey Kong, while Piranha Plant fights all 11 non-DLC newcomers in Ultimate, which includes the newly introduced Echo Fighters.)
    • If Rathalos counts as an opponent (and not just a boss), Piranha Plant fights the same amount of foes Jigglypuff faces as well.
  • Jigglypuff is the only Pokemon character who does not face Master Hand as their final boss in Classic Mode.