- This page is about Jigglypuff's appearance in Super Smash Bros. Melee. For the Pokémon in other contexts, see Jigglypuff.
|Debut||Pokémon Red and Green Versions (1996)|
|Also appears in||SSB|
|Number of Jumps||6|
|Can Wall Jump||No|
|Voiced by (English)||Rachael Lillis|
|Voiced by (Japanese)||Mika Kanai|
Jigglypuff, (プリン, Purin), is an unlockable character in Super Smash Bros. Melee from the Pokémon series, making a return from original Super Smash Bros. game. Jigglypuff retains most of its moves from Smash 64, though with some modifications.
Jigglypuff is in the A tier at 5th place on the Melee tier list, a significant improvement from its 6th position on the previous game's tier list, and a position it has only attained in this game. Jigglypuff's jump on the tier list is due to its incredible recovery, an extremely dangerous edge-guarding technique in the wall-of-pain, a powerful KO move that can easily be comboed into, and an overall great aerial game and developed metagame. Its floatiness also makes it the only character in the top tier who cannot be easily comboed or chaingrabbed, which is also aided by its small size, which allows Jigglypuff to avoid most KO setups that most other characters would fall vulnerable to. Regardless, Jigglypuff still has problems. It is light and floaty, making it easier to KO with stray moves or certain low percentage setups than other characters. Jigglypuff's options on the ground are also limited, because of its poor range and a lack of a projectile. It also has a slow walking speed and dashing speed. Compounded with a poor dash dance, Jigglypuff's neutral game, which is largely committal, is not as good as that of other top-tiered characters; instead, it relies on its lethal punishes, edge-guards, and aerial mobility to succeed. Recent developments in the Melee metagame have also worsened Jigglypuff's matchups against other top-tier characters, such as Fox, Marth, and Falco. Regardless, Jigglypuff still has an excellent amount of favorable matchups, with its only true disadvantageous matchup being Fox, and two of its matchups are nearly unloseable (against Ness and Pichu).
How to unlock
Jigglypuff is fought on Pokémon Stadium, with the titular track playing.
Jigglypuff is, in general, a character of extremes. It has the slowest dash speed (tied with Zelda), the fastest air speed, the second lightest weight (along with Mr. Game & Watch), and the slowest falling speed. All of these properties gives Jigglypuff among the most unusual, but versatile, approach in the game.
Jigglypuff's greatest strength is its almost unparalleled combo ability; with a low falling speed, fast, high hitstun, low knockback aerials, good tilts, and average power throws, Jigglypuff has plenty of ways to start and continue combos against almost any other character in the game. Additionally, Jigglypuff's combo ability, unlike most other characters, is not dependent on the opponent's characteristics; Jigglypuff can combo every type of character in the game quickly and efficiently. Jigglypuff's combo ability is particularly easy to see with the Space animal slayer, which almost guarantees a KO against some fast fallers in the game. Jigglypuff's approach in the air is also very good; with a very short, yet long ranged short hop, and multiple fast, low-lag aerials, Jigglypuff's SHFFL is very powerful, even considering its low falling speed. On the flip side, Jigglypuff, due to its unusual properties and small size, is immune to most chaingrabs in the game, making it among the few characters in the top tier invulnerable to such approaches.
Jigglypuff also has incredible power in some of its attacks; its forward throw and forward smash act as potential KO moves at higher percentages, and its down smash and back throw can set up edge-guards. Jigglypuff's special moves also have high KO potential; Rollout requires charging, but at high charges, it moves quickly, is difficult to block and/or break, and packs incredible horizontal power. Jigglypuff's most powerful attack, however, is Rest. Among the most feared attacks in the game, Rest is an attack of extremes, with no starting lag (hitting on the very first frame), extreme ending lag, and incredible power, easily KOing characters at low percentages.
Due to its characteristics and recovery prowess, Jigglypuff is also among the most dangerous edge-guarders in the game, with quick and powerful aerials easily able to disrupt most recoveries. Additionally, Jigglypuff's wall-of-pain is an incredibly powerful method of edge-guarding that can be started either off-stage or on the stage, and when used correctly, it almost guarantees a KO on opponents, particularly those with poor recoveries, such as Falco or Roy.
Jigglypuff's recovery is also considered to be the best in the game; with five midair jumps, the lowest falling speed, and the highest air speed, Jigglypuff can recover from nearly any situation, as Pound, with its Rising Pound capabilities, gives Jigglypuff almost infinite vertical and horizontal distance.
Jigglypuff, however, is among the easiest characters to KO; due to having the second lowest weight in the game (along with Mr. Game & Watch, and second to Pichu), as well as its general floatiness, Jigglypuff is very vulnerable to all blast lines, particularly the upper lines.
Additionally, despite having almost unparalleled approach in the air, Jigglypuff's ground approach is among the worst in the game; due to a short wavedash, having the slowest dash in the game (alongside Zelda), having short-ranged, high-lag smashes, and an average grab range, Jigglypuff is almost entirely dependent on staying in the air to attack and combo well. Jigglypuff also lacks a projectile of any type; unlike other characters, such as Marth, Jigglypuff also cannot negate projectiles easily, though its short crouch can mitigate this slightly.
Jigglypuff's defense game is also decidedly average; despite decent rolling and sidestep dodges and a large shield in proportion to its body, Jigglypuff's shield has an odd property: whenever broken, it delivers 300 points of vertical knockback to Jigglypuff (by comparison, the typical smash attack at roughly 100% percentage deals about 165 to 195 points of knockback), and instantaneously KOs it. As such, players must take heed when shielding for long periods of time.
Changes from Smash 64 to Melee
When transitioning from Smash 64 to Melee, Jigglypuff received multiple buffs, primarily in regards to its power, speed, range, combo ability, and recovery. Due to its high results in tournament play, Jigglypuff is widely considered one of the most buffed characters in the game, alongside Samus.
- Jigglypuff received a new taunt, where it now spins in place while winking at the player.
- It's "Defeated/No Contest" pose on the Results Screen now properly loops, instead of merely moving its head twice and then stopping.
- The power, speed, and range of its attacks were generally increased.
- Much faster air speed, going from the fourth fastest in Smash 64 to the fastest in Melee, largely improving Jigglypuff's approaching, combo ability, and recovery potential.
- All of its midair jumps give height, also greatly improving its recovery.
- Jigglypuff's dashing speed has been reduced, now being the slowest in Melee along with Zelda.
- Up tilt deals more knockback, improving its combo ability at low percentages.
- Down tilt has more range, improving its spacing ability, plus it has slightly faster startup.
- Forward smash is significantly more powerful, going from the second weakest in Smash 64 to the sixth most powerful in Melee.
- Both up and down smashes have slightly faster startup.
- Up smash is weaker and has more ending lag.
- All of Jigglypuff's aerials have stronger combo ability, with the wall of pain being much easier to perform.
- All aerials are weaker, especially neutral aerial, which has significantly lower knockback scaling.
- Forward and back aerials have more range, especially back aerial, making both of them better for approaching.
- Down aerial no longer meteor smashes aerial opponents and is less effective for gimping.
Grab and throws
- Jigglypuff has been given a up throw and a down throw, improving its grab options.
- Jigglypuff's forward throw from Smash 64 has been moved to its up throw in Melee.
- Pound sends opponents on a different trajectory that gives it more favourable combo ability. Rising Pound is also much easier to perform, another improvement of Jigglypuff's recovery.
- Sing now puts opponents to sleep for longer at higher percentages, instead of putting opponents to sleep for longer at lower percentages like in Smash 64.
- Rest has significantly more knockback, deals 8% more damage, and there is a slightly larger variety of ways to combo into it.
- Rest has a slightly smaller hitbox.
|Neutral attack||3%||Jigglypuff does two qiuck jabs forward.|
|Forward tilt||10%||Jigglupuff does a horizontal kick forward while spinning. This attack can be aimed up or down.|
|Up tilt||9% (clean), 8% (late)||Jigglypuff kicks upward with one foot while leaning forward.|
|Down tilt||10%||Jigglypuff sticks one foot out while crouching.|
|Dash attack||12% (clean), 8% (late)||Jigglypuff dashes forward and does a headbutt.|
|Forward smash||17% (clean), 13% (late)||Jigglypuff leaps forward and attacks with a front kick. This attack has the second highest knockback scaling in the game, losing only to Luigi.|
|Up smash||14%||Jigglypuff does an upwards headbutt. There is a smaller hitbox in Jigglypuff's head that deals 15% damage but never connects due to overlapping the bigger hitbox.|
|Down smash||12%||Jigglypuff extends both feet simultaneously, attacking opponents on both sides. Both of Jigglypuff's feet are invincible during the attack.|
|Neutral aerial||12% (clean), 9% (late)||Jigglypuff does a jump kick attack in midair. A decent spacing move and has sex kick properties.|
|Forward aerial||12%/10% (clean feet/body), 7% (late)||Jigglypuff does a dropkick attack that deals good knockback and is the backbone of many of Jigglypuff's aerial combos.|
|Back aerial||12%||Jigglypuff spins and kicks backwards. Extremely useful for wall-of-pain techniques, which can be potentially deadly; and if done correctly, guarantees a KO.|
|Up aerial||12%||Jigglypuff swings one arm overhead having decent vertical KO power.|
|Down aerial||2% (hits 1-8)||Jigglypuff spins downward, hitting the opponent multiple times. The attack doesn't contain much hitstun.|
|Pummel||3%||Jugglypuff hits the opponent with its tuft of hair.|
|Forward throw||5% (hit 1), 7% (throw)||Jigglypuff puffs up and launches the opponent forward.|
|Back throw||10%||Jigglypuff grabs the opponent and flips backwards, slamming them on the ground.|
|Up throw||11%||Jigglypuff tosses the opponent upward while spinning.|
|Down throw||1% (hits 1-4), 3% (hit 5), 2% (throw)||Jigglypuff grinds the opponent on the ground before launching them upward.|
|Floor attack (front)||8% (foot), 6% (body)||Jigglypuff spins one leg around while getting up, hitting on both sides.|
|Floor attack (back)||8% (foot), 6% (body)||Jigglypuff spins one leg around while getting up, hitting on both sides.|
|Edge attack (fast)||6%||Jigglypuff climbs onto the stage and attacks with an extended foot.|
|Edge attack (slow)||6%||Jigglypuff slowly gets on the stage and does a spinning split kick attack.|
|Neutral special||Rollout||10-18%||Jigglypuff rolls forward, which can be charged to go faster and deal more damage. You can direct Jigglypuff to roll in the opposite direction by tapping the control stick in the opposite direction while moving along the ground. Jigglypuff will stop rolling whenever it hits an opponent, which will cause it to jump in the air while spinning.|
|Side special||Pound||13%||Jigglypuff does a stiff-moving punch forward that pops the opponent into the air. This attack has a long-lasting hitbox and deals high shield damage. While airborne, Jigglypuff can move up or down by angling the control stick up and down respectively.|
|Up special||Sing||0%||Jigglypuff sings, putting nearby opponents to sleep. This attack only hits on grounded opponents. The more damage the opponent has taken, the longer they will stay asleep.|
|Down special||Rest||28%||Jigglypuff dozes off and takes a nap. Normally, this leaves Jigglypuff vulnerable, but there is a small hitbox at the beginning of the move that deals extremely high damage and knockback, being able to KO most lightweight characters at low percentages.|
- Spins around on one foot, then looks at the camera inflated, winking and saying "Jigglypuff!" The eye Jigglypuff winks depends on which side it's facing.
- Wall of Pain: Repeatedly using Forward or Back Aerials on an opponent, sometimes even off the stage.
- Pillow Rest: On any breakable surface like 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 with. 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 if any other characters can match.
In 1-P Mode
Once Jigglypuff is unlocked, it may appear in the game's Classic Mode as an ordinary opponent, as an opponent in team battle alongside Pikachu or Kirby, as a giant opponent, as an opponent in a multi-character battle, as a metal opponent, and as an ally in team or giant battles. In all of its appearances, Jigglypuff will either appear on Pokémon Stadium, on Fountain of Dreams when on a team with Kirby, and on Battlefield as a metal opponent.
Jigglypuff can appear in Stage 7 on Pokémon Stadium, appearing alongside a team consisting of Pikachu and, if unlocked, Pichu.
Jigglypuff and its allies are fought on Poké Floats.
Jigglypuff is featured in the following event matches:
- Event 32: Target Acquired: As Falco, the player must KO Jigglypuff as many times as possible within one minute on Corneria. However, Arwings also fire frequently at the stage, and Falco must KO Jigglypuff more often than the Arwings to clear this event.
- Event 37: Legendary Pokémon: As any character, the player must fight against a team of four Wire Frames and one Jigglypuff, with the player having one stock while everyone else has two. The only items that spawn in this event are Poké Balls, all of which only produce either legendary Pokémon or a Wobbuffet. Clearing this event also gives the player the opportunity to unlock Pichu.
- Event 39: Jigglypuff Live!: As Jigglypuff, the player must fight against a team of three other Jigglypuffs, with friendly fire turned on. All fighters have three lives, and the damage ratio has been increased.
- Event 40: All-Star Match 4: Jigglypuff is the third opponent fought in this series of staged battles. The player's character battles it on the Poké Floats stage with a stock of two while Jigglypuff has one. With a timer of four minutes, the player must defeat it and the other four characters one-by-one with the overall time and damage: Marth, Luigi, Mewtwo, and Mr. Game & Watch.
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.
- This balloon Pokémon invites its opponents in close with its big, round eyes and then puts them to sleep with a soothing lullaby. It puffs itself up when angry, and while it may look adorable, it's not to be trifled with: it knows several powerful techniques. Jigglypuff evolves into Wigglytuff after exposure to a Moon Stone.
- Pokémon Red & Blue [09/98]
- Jigglypuff (Smash Red):
- 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 (Smash Blue):
- 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.
- Jigglypuff is one of the five unlockable characters to be shown in the game's introduction. The other four being: Ganondorf, whose fist is shown briefly alongside Link and Zelda's hands; Pichu, who appears near Pikachu right before Jigglypuff appears; Mewtwo, who's fully charged Shadow Ball is seen hitting Donkey Kong; and Young Link, who is shown shortly before Link is.
- Out of the five hidden characters, Jigglypuff is the only one who is a veteran.
- Jigglypuff's and Mr. Game & Watch's stock icons show their entire body; they are the only characters in Melee to do this.
- 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 Melee from English to Japanese will actually change Jigglypuff's voice actor. Jigglypuff is the only character whose voice changes completely.