Jigglypuff (SSBM)/Up special
Overview[edit]
Jigglypuff sings, putting any opponent who gets caught in its aura to sleep. It doesn't give Jigglypuff any height upon activation, making it worthless as a recovery tool, although it is still able to be used to meteor cancel. It is unique for being the only move in competitive Melee to be able to inflict Sleep on opponents, although this fact doesn't really help its competitive prospects.
Among Jigglypuff players, this move is a rare sight on-stage. The amount of time the opponent is put into sleep is dependent upon their percent; this duration can be shortened by button mashing. Unfortunately for the Jigglypuff player, this duration is usually not enough to be followed on up in a combo. Hitting with the first hitbox expansion is undesirable, since the opponent will, in most cases, be able to wake up before the move finishes and being hit by subsequent expansions after waking up will not reinflict sleep. If it hits the opponent's shield, it will be "deactivated", making run-up shield, followed up by an aerial or wavedash, very strong counterplay. The opponent can also just wait and punish the move's nearly-a-second long end lag. Overall, it's extremely telegraphed and laggy, making it a poor option to choose in neutral. Off-stage, the move is worse than worthless, considering that it can not hit airborne opponents and using it will very likely result in a self-destruct, thanks to the aforementioned end lag.
At the ledge, however, everything changes. After activating this move, Jigglypuff is near-instantaneously able to grab ledge, assuming the Puff is moving downwards. Doing so cancels the rest of the move, eliminating the end lag entirely. This is so fast compared to on-stage that the Jigglypuff player, should they inflict the opponent with sleep right next to the ledge, will be able to do it over and over again in an infinite. The maximum amount of times the Puff player should do this is 9, in order to fully unstale their other moves, before following up with Rest, forward smash, or any other move of the Jigglypuff player's choice. It can also be used to quickly grab ledge, since the Puff player will be able to grab ledge regardless of which direction they're facing when they activate the move. Running off stage and immediately activating Sing, thus grabbing the ledge, is a powerful ledgehogging technique and is known as a 2Drop. A variation on the aforementioned technique is to forward smash, hold either L, R, Z or towards the ledge on the control stick until Puff falls off stage, then immediately activate Sing. This puts out a hitbox next to the ledge and can catch some recoveries, although is usually seen less than the simple 2Drop since it's much more telegraphed what the Puff is attempting to do.
Hitboxes[edit]
ID | Part | Damage | SD | Angle | BK | KS | FKV | Radius | Bone | Offset | Clang | Rebound | Effect | G | A | Sound | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | 0% | 0 | 0 | 100 | 0 | 10.9368 | 5 | 0.0 | 0.0 | 0.0 | None | |||||||||||
The late hit increases the hitbox's size to 12.8898 |
Timing[edit]
Between each hit on frames 36-68 and 77-112, the hitbox is shrunken down to 0.7812 in radius until the next hit. This prevents Sing from hitting up to three times due to Melee's sleep mechanics.
While incredibly small, this hitbox is not disabled, and thus can hit on its own.
Early hit | 28-35 |
---|---|
Mid hit | 69-76 |
Late hit | 113-125 |
Animation length | 179 |
Lag time |
Hitbox |
Hitbox change |
|