- This page is about Jigglypuff's appearance in Super Smash Bros. Melee. For other uses, see Jigglypuff.
|Appears in||Super Smash Bros.|
Super Smash Bros. Melee
Super Smash Bros. Brawl
|Debut||Pokémon (Red/Blue) (1998)|
Jigglypuff, also 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 original. Jigglypuff retains most of its moves from the past game, though with some modifications. Due to its incredible recovery, Wall of Pain, and overall great aerial game, Jigglypuff is ranked 5th on the Melee tier list.
How to unlock
- Completing Classic/Adventure mode on any difficulty/stock
- Playing 50 vs. matches.
Jigglypuff is, in general, a character of extremes. It has the slowest dash speed (along with Zelda), the highest air speed, is the second least weighted character in terms of weight class (along with Mr. Game & Watch), and it bears the lowest 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 low falling speed and high air speed, and a solid set of aerials. Its aerial maneuverability allows itself to weave in and out to attack. It also allows Jigglypuff to have very long recovery and great edgeguarding tactics.
Jigglypuff's Neutral Special Move, Rollout, is very powerful and covers a great distance. However, it requires charging, can easily 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 Move, Pound, has relatively poor range and a bit of starting lag, but it can make Jigglypuff's recovery nearly infinite (see Rising Pound). Its Up Special Move, 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 damages, however, the opponent stays asleep for 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 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, 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 this isn't too much of an issue considering that Jigglypuff spends most of its time in the air anyway.
Jigglypuff's biggest weaknesses are its poor range and extremely low weight/considerable floatiness. The lack of range heavily limits Jiggly's combat options, and the low weight/floaty nature cause Jigglypuff to be very easy to KO from any side of the screen. Good Jigglypuff players need to continuously combo the opponent as to prevent enemy retaliation, as a single powerful hit can be devastating to Jigglypuff. Also notable is Jigglypuff's virtual lack of a meteor smash- its Down Aerial has the ability to meteor smash opponents, but using it to try to perform such is difficult to the point of impracticality.
- 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. 10%.
- Up Tilt - Extends its foot upwards quickly. Surprisingly good at combos, can chain into it at low percents, and at higher percents 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%.
- 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 its head up. Though having small startup and ending lag, it is good for leading into aerial combos or finishing. 14%.
- Ledge Attack - Gets up on stage while extending its foot onto the stage. 6% damage.
- 100% Ledge Attack - Slowly gets up and spins its 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.
- Neutral Aerial - Squishes itself and extends its feet. Good hitboxes, a decent spacing move. 12% damage. Has Sex Kick properties, as it gets somewhat weaker as it's out.
- Forward Aerial - Undoubtedly one of Jigglypuff's best moves- it quickly extends both feet in front of itself in a two-footed kick. This has excellent knockback for edgeguarding and is the backbone of most of Jiggly's aerial combos. 12% damage.
- Back Aerial - Swiftly turns around and kicks. Similar to its Forward Aerial, this move is a key tool for Jigglypuff's edgeguarding plays. Good speed. 12% damage.
- Up Aerial - Waves its hand up in an arc. Not the best aerial killer, though it is excellent for juggling. 11% damage.
- Down Aerial - A spinning "drill" kick. Not much hitstun, though it deals a good amount of damage when all hits connect. 11% damage if all hits connect.
Grabs & Throws
- Pummel - Punches foe in the stomach with its right hand. 2-3% damage per hit. Somewhat slow for a pummel.
- Forward Throw - Puffs itself up and launches foe in front. Surprising knockback for a throw in Melee, can lead into an edgeguard kill near the ledge. 12% damage.
- Up Throw - Tosses foe above itself. Can lead into aerial combos against fast fallers. 11% damage.
- Back Throw - Similar to Kirby's, takes foe and throws them behind while landing on its back. 10% damage.
- Down Throw - Grinds foe with itself on the floor. 8% damage.
|Jigglypuff's Special Moves|
|Standard Special Move:||Pound (SSB), Rollout (SSBM, SSBB)|
|Side Special Move1:||Pound|
|Up Special Move:||Sing|
|Down Special Move:||Rest|
|Final Smash2:||Puff Up|
| 1: In Super Smash Bros. Melee and Super Smash Bros. Brawl only.|
2: In Super Smash Bros. Brawl only.
Changes from N64 to Melee
Jigglypuff was significantly buffed from 64 to Melee. Below are the changes:
- New Neutral B (Rollout). Pound is now Jigglypuff's Side B.
- 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 and Back Throw. Its old Forward Throw is now its Up Throw.
- Up Tilt is slower.
- Neutral Aerial and Up Aerial both have reduced knockback and range.
- F-Air and B-Air have doubled in range.
- The Sex Kick effect of F-Air lasts for a shorter time.
- B-Air no longer has a weak 9% damage hit if it hits at the very end of the animation.
- More range overall.
- D-Air "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" like in SSB).
- Easier to Rising Pound.
- Pokemon Stadium
- Battle Theme
- 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 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 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 whose voice changes completely.
- In Event 39, "Jigglypuff Live", you fight a CPU Jigglypuff who will only use Rest.
- When Jigglypuff is sent flying in the air with a powerful attack or explosion, it screams out "JIG-LOO!!" in two different durations.
- One of Jigglypuff's alternate costumes wears a crown with a heavy resemblance to Peach's crown.
- Jigglypuff is the only character to show its whole body in the Stock icon.