Jigglypuff's Official Artwork
|Original Debut|| Pokémon Red (1998)|
Pokémon Blue (1998)
|Smash Bros. Debut||Super Smash Bros.|
|Brawl Tier||Not Tiered|
|Smash Bros. Information|
|3DS / Wii U||Starter|
|Standard Move|| SSB: Pound|
|Final Smash||Puff Up|
Jigglypuff is one of the first generation Pokémon from the Pokémon series. She is a Normal-type Pokemon and, although Jigglypuff can be either male or female, the one present in the Super Smash Bros. series is concluded to be female based on the hats she wears. Jigglypuff is a Smash Veteran, having appeared in Super Smash Bros, Super Smash Bros. Melee, and now Super Smash Bros. Brawl, always as an unlockable character.
 Super Smash Bros
“The balloon Pokémon with the big, round eyes. It sings a soothing melody, sending those that hear it to sleep. When mad, it puffs itself up. As a balloon Pokémon, its body is light, weak, and easy to knock away. Jigglypuff is possibly the weakest character in the game…unless you’re using its rest attack. When performed correctly, the move is almost always a KO. This, along with Jiggly’s multiple jumps can be deadly when facing someone who has unlocked this misunderstood character’s true potential.”
 Super Smash Bros. Melee
Despite popular opinion, Jigglypuff doesn’t suck. The little pink puffball from Pokemon absolutely dominates in the air, with her high priority kicks and pounds giving her full control of most airborne opponents. She can fly indefinitely, create a wall of kicks and punches, and even pull out her trump card, Rest, if the situation gets desperate. A very versatile - and very good - character.
 Role in SSE
Jigglypuff has no role in Subspace but you can still unlock her in it. After you beat Tabuu, Jigglypuff will be located in a door in the Swamp. It is between two cannons in the area after the fight with giant Shadow Diddy. When you enter her secret door, she will be singing to the crowds watching her at Pokemon Stadium 2. She will turn to face you when you arrive.
- Good Recovery
- Has high-priority aerials and is capable of using a Wall of Pain strategy
- Can often link several aerials together
- Pound eats away at shields and provides good shield pressure
- Has a powerful gimping game
- Amazing air speed
- Light weight
- Rest has lost most of it's kill potential
- Small hit boxes
- Weak, laggy ground game
- Difficult to land Smashes
- Non-Pound specials will require mind games to be of any use
- No reliable kill moves
- If Jigglypuff's shield breaks she will automatically KO.
Jigglypuff has a generally weak ground game. Jigglypuff has a two hit jab combo, although it is neither very fast nor very powerful. However, the weak knockback is often capable of getting you a grab directly afterwards. Jigglypuff's tilts are also unimpressive. Ftilt is a decently speedy move, although the range is far too small and the knockback is also not very powerful, so its use will be limited. Jigglypuff's Dtilt is one of its laggiest moves, and should be avoided in general play. Jigglypuff has a decent Utilt. It sends the opponent straight up and has passable knockback. However, this knockback makes it difficult for Jigglypuff to juggle characters in the same way that it used to in Melee. Jiggylpuff's dash attack is surprisingly good, although it must be used sparingly in order to avoid being shield-grabbed.
Jigglypuf's Smashes have all seen a reduction of power since Melee. Fsmash is still a passable kill move, although it will be difficult to land because it has a moderately large start up time and has had a range reduction. Usmash takes much more time to execute, and is overall less reliable than Fsmash. Dsmash has retained its quick execution time, although Jigglypuff no longer covers the same amount of range. This is probably Jigglypuff's most reliable Smash move, although the launch trajectory makes it difficult to land kills with.
Jigglypuff's grab game is strange. Jigglypuff has a relatively good shield grab, although her throws are not particularly impressive. Fthrow has very little knockback and generally does nothing for Jigglypuff. Bthrow has acceptable knockback and can lead into your Wall of Pain, and is generally Jigglypuff's most reliable throw. Her Uthrow is best reserved for kill attempts, although the knockback is too much for any sort of aerial follow-up. For this purpose, it is best to use Jigglypuff's Dthrow, which has slightly less knockback than Uthrow.
Jigglypuff has one very important special: Pound. This move eats away at shields, and is part of what makes Jigglypuff's recovery so powerful. Jigglypuff can control the direction in which Pound travels in the air by executing the attack and then sliding the stick either up or down to move in that specific direction. You can use this once per jump to gain some additional vertical and horizontal movement, but any subsequent uses within the same jump will only slow your descent. Hitting your opponent with it will also send them straight up, a good position to follow up with your choice of aerial. Rollout is a powerful move when charged, although stopping to charge will often allow your opponent to properly prepare for your Rollout. You can change directions in the middle of the attack if you have enough momentum before doing so. Unlike in Melee, Jigglypuff is now capable of recovering from Rollout once it runs out in the air. However, once it hits a character, you must land on solid ground before you will be allowed to use any other action. Sing is a very situational move. Unless your opponent is at a high percentage, they will often wake up too soon. A common strategy is to jump above a ledge, use Sing on a nearby opponent, and allow Jigglypuff to grab the ledge to cancel the attack early. Rest is Jigglypuff's trump card and was once her most powerful attack. However, it now only kills at moderate percentages (Approximately 57%-103%; Jigglypuff-Snake). However, Jigglypuff has lost one of the most important things it had: Combos into Rest. Her Utilt and Nair are no longer capable of getting kills, and the only certified way of getting in a kill with Rest is by using a short-hopped auto-canceled Dair and then using Rest. If it doesn't hit, you will be completely vulnerable for several seconds. If you're opponent does not die, they will have a flower sprout on their head which will do about 15% damage (In addition to the initial contact hit) for a total of approximately 30% worth of damage.
Jigglypuff's aerial game is where she holds her claim to fame, although it no longer shines quite as brightly as it once did. Jigglypuff's Nair is a fast executing sex-kick that makes all of Jigglypuff's body a hitbox. Jigglypuff's Uair is a good juggling move at any percent with a moving hitbox above Jigglypuff. Fair and Bair are, however, Jigglypuff's primary Wall of Pain moves. Bair is no longer her most powerful aerial for knockback, as Fair has taken that spot. For this reason, it is important that you use Bair for general build-up and conserve Fair for kill attempts and edge-guarding the opponent. Approaching your opponent with a back-turned short-hop is often the route of choice, as it gives you the ability to use Bair almost instantly. Jigglypuff is also capable of accomplishing two aerials within the short-hop if the first aerial is performed while rising in the jump. This is important to use as an approach option. By following your opponent off the edge with your aerials, it is capable to push most characters out of range of being able to recover again and then using your own amazing recovery. However, characters such as Meta Knight and ROB contest Jigglypuff's aerial game and are often much more difficult to gimp than most other characters. This has weakened Jigglypuff's gimping potential.
 Game Appearances
- Pokemon Red/Blue/Yellow[GameBoy]
- Pokemon Gold/Silver/Crystal[GameBoyColor]
- Pokemon Ruby/Sapphire/Emerald[GameBoy Advanced]
- Pokemon FireRed/LeafGreen[GameBoy Advanced]
- Pokemon Trozie[Dual Screen (DS)]
- Pokemon Diamond/Pearl[Dual Screen (DS)]
- Pokemon SoulSliver/HeartGold[Dual Screen (DS)]
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