Post by falcon8r on Feb 8, 2011 1:54:38 GMT -5
Jigglypuff Character Guide
for Super Smash Bros. Crusade
Sections
1. Introduction/Jigglypuff's Pros and Cons
2. Jigglpuff's Statistics
3. Moveset Breakdown
4. Techniques/Strategies
5. List of Useful Combos
1. Introduction
Jigglypuff is awesome. If you are reading this, you most likely know that already, but if you didn't know that Jigglypuff is good or how, this guide is here to help YOU! And, for those of you who did know that, this guide will hopefully give you some tips to improve your Jiggs game.
Background
Jigglypuff is Pokemon number 39 and a balloon Pokemon. It's known for being a singer, and gets very angry if someone falls asleep while listening to it. It is an uncommon Pokemon and can be found in areas such as Mount Moon and the Safari Zone.
The info below was retrieved from Psypoke's Psydex.
Type: Normal
Habitat: Grassland
Gender Ratio:
Male: 25% Female: 75%
Height:
Imperial: 1ft 8in Metric: 0.5m
Weight:
Imperial: 12.1lbs Metric: 5.5kg
Colour: Pink
Pros and Cons of Jigglypuff in Crusade
Jigglypuff is considered to be a rather difficult character to play due to her weight and size, but she can be highly rewarding to use because of her strengths. Here's a breakdown:
Pros:
* Fast air speed
* Five midair jumps
* Amazing horizontal recovery
* Good edge guarding moves
* Powerful Smash Attacks
* Several useful combos
* Small target
Cons:
* Lightest character in the game
* Short range normal moves
* Can be easily punished due to short range and laggy Smash Attacks
* No projectile
* Vertical recovery is not so great
* Falls very slowly
On one hand, knowing weaknesses is sometimes more important than knowing strengths, especially for our pink Pokemon pal. Being the lightest character in the game means getting KO'd at 95% or lower sometimes, even if she has great recovery ability. She has short range on many attacks as well as a floaty jump, so it can be hard to mount an offense against some opponents. And, she has no projectile, meaning it's imperative for her to get close to her opponents.
On the other hand, Jigglypuff has lots of advantages that can turn a match in her favor. She has a great recovery that, coupled with her strong aerials, makes her tough to edge guard. She's also a small target and has the shortest crouch hitbox of any character. Just by ducking, she can avoid lots of projectiles. Most importantly, she's very fast in the air, coming in just behind Yoshi in maximum air speed. This makes her a great character at short-hopping aerials and edge guarding. Once an opponent is offstage, a good Jigglypuff player should be able to keep them offstage.
2. Statistics
These are just raw numbers from the game detailing Jigglypuff's movement and weight and other random characteristics.
Weight: 0.17 (very low)
Gravity: 0.24 (moderately low)
Max. fall speed: 2.55 (very low)
Run start speed: 2.2 (low)
Run acceleration: 0.075 (average)
Run max speed: 2.7 (moderately low)
Jump speed: 6.15 (moderately low)
Midair jump speed: 5.3 (with multiple jumps, no problem)
Short hop speed: 3 (average)
Air horizontal acceleration: 0.23 (high)
Air horizontal max. speed: 2.7 (very high)
Jumps: 6 (amazing!)
Kirby Ability: Wheel
Basically, Jigglypuff is one of the fastest in the air, but slower on the ground.
AI information:
Attack range: 39 (low)
Camping factor: 0.1 (very low)
Recover with Side B: Yes
The CPU Jigglypuff is highly aggressive. It relies as much on ground attacks as aerials, so by out-spacing it, a player should have no problem defeating it. It tends to use Pound, Side Smash, and short-hopped aerials to approach from mid-range.
3. Moveset Breakdown
This is a fairly exhaustive breakdown, as it includes hitbox images, frame data, damage, and brief comments. If you want to know a little more about an individual move of Jigglypuff's, read on.
Normal Moves:
Jab
Damage: Jab 1 - 3, Jab 2 - 3
Hits: Jab 1 - 4, Jab 2 - 4 (after interrupting first jab)
Animation length: Jab 1 - 20, Jab 2 - 16
Interrupt: Jab 1 into Jab 2 - 12, Jab 2 - 12
This is a 4-frame jab, but it has enough punch to beat out many other moves. It's very short ranged, but it's your go-to close up attack, as it is fast and combos easily into Side Tilt.
Side Tilt
Damage: 10
Hits: 6-9
Animation length: 26
Interrupt: 24
Though this move appears to have little range, it has a fairly large hitbox compared to its apparent size. This is a good counter move or poke because it is very fast and has short duration. It has solid enough knockback to set up for edgeguards.
Up Tilt
Damage: 8-9
Hits: 6-14
Animation length: 26
Interrupt: 21
This is a fantastic move. It's fast, combos into many moves (including itself), and has little cool-down time. The problem is that this move hits behind Jigglypuff during its startup, so you should use this move if Jiggs is facing away from her opponent or if the opponent is above Jiggs. This move combos easily into Nair, itself, Uair, and even Puff Up!
Down Tilt
Damage: 9.5
Hits: 10-14
Animation length: 27
Interrupt: 25
This is an okay poke-type move that makes Jigglypuff move slightly forward. It's not so easy to punish because of its short cool-down time, and it has a deceptively long-lasting and long-reaching hitbox. It hits enemies out at a fairly low angle as well, making for some edgeguard set-ups. Overall, this move probably won't see frequent use due to Jiggs's great short-hopped moves taking priority.
The screenshot below shows just how far this move can reach.
Side Smash
Damage: 12-17 uncharged, 19.5-24.5 charged
Hits: 15-22
Animation length: 43
Interrupt: 43
Side Smash is Jigglypuff's strongest horizontal launcher, and it's among the strongest Side Smashes in the game. The slide during this move travels even farther than the slide on Kirby's Side Smash and begins before the hitbox comes out. That said, this move has a lot of range, which may surprise some opponents. It's best used for stopping approaches and punishing missed attacks and of course, for finishing foes off. Don't use this move too much, as it is slow and can be punished.
Up Smash
Damage: 15-16 uncharged, 23.63-24.63 charged
Hits: 14-21
Animation length: 43
Interrupt: 39
This is another very strong finisher. It's a bit slow, but it has good priority above Jiggs. This move can be tempting to use when enemies are at high damage, but be sure to hit with it, as it's easily punished if it misses completely. If shielded from the front, however, it has high shield stun and is harder to punish. Use it wisely!
Down Smash
Damage: 15 uncharged, 20.25 charged
Hits: 13-23 (!)
Animation length: 40
Interrupt: 40
Down Smash is an interesting move, to be sure. After an average startup time, Jiggs does a split that hits on both sides of her simultaneously. It hits enemies out at a 2 degree-angle, meaning they'll slide along the floor if hit with enough damage. You probably won't see this move too often because it is short-ranged, but if you hit with it, it pays off. The low angle that enemies are launched at makes recovery difficult for them.
Dash Attack
Damage: 5-10
Hits: 7-20
Animation length: 43
Interrupt: 43
Jigglypuff's tripping dash attack is one of her most punishable moves, but it's so fast, you'll catch enemies off-guard with it often. Don't abuse it though. It's best suited for punishing missed attacks, and with its solid knockback, setting up edgeguard situations. This attack can hit opponents backwards if they are behind Jigglypuff.
Neutral Air Attack
Damage: 11.5 with sweetspot or 7-10
Hits: 5-22
Animation length: 42
Interrupt: 39
Landing time: 8
Nair is one of Jigglypuff's most useful moves. For one thing, it has a long-lasting hitbox that is tough to avoid by air dodging. Also, it has a 5 frame startup, making it a very fast aerial move. Finally, it can combo from Up Tilt very easily. This is a good "get the heck off me" move if you find Jiggs caught in a juggle or combo, and it has good edgeguard KO potential. 11.5 damage is also pretty good for a 5-frame move. Beware of one thing with this move - range. It will often trade hits with other aerials due to its relatively small hitbox, and it doesn't hit behind Jiggs very well. That said, this is still a fantastic move.
Forward Air Attack
Damage: 7-11
Hits: 7-14
Animation length: 39
Interrupt: 35
Landing time: 10
Fair is Jiggs's bread and butter. It's an easy-to-use but surprisingly effective move, as it always has been in Smash. The move is relatively fast and has solid knockback. It's one of the most common moves used to get a KO with Jigglypuff, especially in edgeguards. Also, it's a good move to approach by short-hopping due to its solid speed and range.
Backward Air Attack
Damage: 8-12
Hits: 8-11
Animation length: 37
Interrupt: 32
Landing time: 10
Bair doesn't look like Fair, but it is a lot like Fair in its applications. You can use it as a short-hopped approach, an edgeguard, or a combo move (especially from Up Tilt). It's also slightly faster to cool down than Fair and has higher knockback and damage.
Up Air Attack
Damage: 5-10
Hits: 8-18
Animation length: 36
Interrupt: 33
Landing time: 10
Uair is a fantastic juggle move. It has a nicely sized hitbox that covers all of Jiggylpuff's upper body, making it hard for your opponent to return to the ground. It also has 6 extra hit stun frames, allowing you to combo after it in certain instances. It is a little slow on startup to reach its maximum range, so get used to its timing.
Down Air Attack
Damage: 2x8, 3 with landing hit
Hits: 5-7, 9-11, 13-15, 17-19, 21-23, 25-27, 29-31, 33-36, landing hit: 0-3 after landing
Animation length: 45
Interrupt: 45
Landing time: 13
The drill kick is back, and it remains a solid move for Jigglypuff. It's very hard to punish this move in the air because it has little ending lag and long-lasting hitboxes. Don't get too predictable with jumping in on grounded enemies, as it's punishable on landing if it misses. It's possible to combo after this move in midair to a Nair or Fair.
Grab
Hits: 6-11
Animation length: 28
Jigglypuff has very good grab range for her size, the one advantage that completes her ground game. You'll be using grabs a lot with her, since her other ground moves are not as reliable as a grab. Not to mention, her throws aren't half bad.
Forward throw
Damage: 8
Hits: 11-12
Animation length: 24
Forward throw is an average throw in terms of knockback that sends enemies out at about a 35 degree angle. It does fairly solid knockback at low percents, making it a good edgeguard setup.
Backward throw
Damage: 8
Hits: 24-25
Animation length: 34
The backward suplex is a good throw to get enemies off the stage and deals stronger knockback than Forward Throw. It's not a KO throw until high damage, but it's certainly useful to get enemies in a good position for you to edgeguard them.
Up throw
Damage: 9
Hits: 13
Animation length: 25
Interrupt: 22
This upwards toss puts enemies directly above Jigglypuff and KOs only at very high damage. It sends enemies too high to combo, but you can create some interesting setups using this move. Mix things up between jumping after your opponent with an attack, air dodging, or just staying grounded to confuse your opponent. You'll probably use this throw less often than your other throws, but when used properly, this Up Throw pays off.
Down throw
Damage: 9
Hits: 48-50
Animation length: 63
This throw is more useful than it might appear. Jiggs rolls back and forth on top of her victim, then the target is plopped out right in front of her again. No chain grabs here, but when used near an edge, the enemy is put below the edge, so you can edgeguard them well afterwards.
Special Moves:
Rollout (B)
Damage: 9 - 19
Hits: As early as 13 (but no hitbox unless charged)
Hitbox properties: Armor Break (if 3/5 charged or more)
Animation length: varies, rolls around for up to 125 frames
Rollout's an interesting move. Many players find it to be useless, but it certainly has its moments of glory. It's great for discouraging characters like Knuckles and Lucario from charging their moves from a distance or Fox and Mach Rider from spraying bullets, since they'll just get smacked with Rollout if it's timed well. It's also a powerful way to recover. Rollout is scary when fully charged, so most opponents won't want to try and edgeguard a Jigglypuff that's screaming towards them in midair using Rollout.
Overall, Rollout should be used sparingly, as it's very hard to hit with it without punishing your opponent. The good news is that it's not so easy to punish if shielded due to its high recoil.
Pound/Wake-Up Slap (Side B)
Damage: 12 (15 if opponents is asleep or has broken shield)
Hits: 14-31
Invincible: 11-16
Hitbox properties: Armor Break, Wake-Up Slap (stronger if used on sleeping enemies)
Animation length: 42
Interrupt: 42
Pound may look like a simple move, but it has a place in advanced Jigglypuff play. For one thing, it does a LOT of shield damage and shield stun, making it a scary move for your opponents to block. Another thing is that it is a viable KO move if used after Sing or after Shield Breaking your opponent (potentially with Pound itself!). Also, it has some invincibility just before the hitbox, giving it the ability to blow through most other attacks, which is especially useful in recovery. Finally, you can use Pound to extend Jigglypuff's recovery even more. In versions of the game after 0.6, you can perform a "Rising Pound" by holding Up after the move begins. This technique can greatly enhance Jigglypuff's recovery.
Sing (Up B)
Damage: 0
Hits: 21-150 (roughly)
Hitbox properties: Sleep, No Launch, Unblockable
Animation length: 159
Interrupt: 153
Sing puts enemies to sleep with a lullaby if they are within a certain radius of her and only if they are grounded. This radius has improved from Brawl and Melee incarnations of Jigglypuff, and you can move left and right a bit while using this move in the air. This move is a perfect set-up for Rest and Wake-Up Slap or whatever move you choose as long as it isn't too slow. The amount of time the enemy sleeps depends on the damage they've taken. Overall, this move has its moments, but don't use it unless you are sure it will hit, since it can be punished. See the "Using Sing" section in part 4 for more tips.
Rest (Down B)
Damage: 24
Hits: 1
Hitbox properties: Armor Break
Recover 1% on: 30, 45, 60, 75, 90, 105, 120, 135
Animation length: 180
Rest is one of the most worshipped moves in Smash, and it can be pretty obvious why. It has a tiny hitbox, but it hits instantaneously and is very powerful. This move is even more useful in Crusade since Jigglypuff restores a small amount of health (8%) while asleep. It's best used as a punish or after Sing. Just don't use while off-stage unless you want to fall to your doom.
Final Smash: Puff Up
Damage: First hit - 35, second hit - 22
Hits: ~30-34 (10-14 after startup pause)?, 120-124 (100-104)
Hitbox properties: Unblockable
Animation length: ~240 (220)
Note: The numbers with "~" symbols are dependent on the rate at which Jigglypuff grows, so their actual values are unclear.
Jigglypuff simply inflates to enormous size quickly, hitting foes when inflating and blowing them away when deflating. This is a fanstastic Final Smash. It starts up almost instantly and covers a huge area. Although it is weaker than most Final Smashes in terms of knockback, the fact that it's hard to miss with it more than makes up for the lack of power. Not only can you use this move to simply blast enemies horizontally offscreen, but also, you can use it to edgeguard. If the enemy manages to grab the edge, there's a high chance they will still get hit by the gust of wind (and hitbox) that occur when Jigglypuff deflates.
It should also be noted that you can combo into this using Up Tilt or Up Throw (when the opponent has medium-high damage). That means you can guarantee a hit with it, making it even more useful.
4. Techniques/Strategies
4.1 Rising/Falling Pound
A Rising Pound is a techinique that makes Jigglypuff rise in the air while using her Side B, Pound/Wake-Up Slap. One is executed by pressing and holding Up while Pound is being performed (just after you press B, not before, as doing so will make Jigglypuff use Sing). Rising Pounds have been around since the days of Smash Bros. on the N64 and are seen in all three Smash games. This techinique is not very useful in version 0.6 of SSBC, but in later versions, it is much better, so it may be helpful to at least know about it.
The single reason Rising Pounds are actually significant is that they boost Jigglypuff's height and overall distance during recovery. By repeatedly using Rising Pounds in between jumps, Jigglypuff can travel an incredible distance horizontally. Also, the opponent may be more scared to edgeguard a Pounding Jiggs than one who is simply jumping, but don't count on that.
It should also be noted that Jiggs can also move downwards during a Pound by pressing Down instead of Up, resulting in a Falling Pound. It can be useful to direct Jigglypuff towards an edge from above or to jump in on opponents.
4.2 Using Sing
Yes, I believe Sing needed its own section. Sing is a much more useful move in SSBC than in Brawl (in my opinion), but it still requires some skill to pull off without getting punished severely. The trick to using Sing is to do it when opponents either A) don't expect it or B) have put themselves in a position where it is inescapable, allowing you to punish.
To set up for Sing in an unpredictable way takes some luck and skill. One good way to do it is to use Sing after a midair jump and fast-fall onto your opponent. You can use the midair jump to bait an attack, then fall onto them with Sing. Another way to do it is to use a tilt or other fast attack and miss in order to bait a punish from the opponent. If they do a laggy move, punish with Sing, and follow up with Rest or whatever you like. Another good way is to do it after a successful Jab. If the opponent doesn't DI away and lands just in front of you, they'll be in an awkward position with a frame disadvantage. There is a chance they'll walk into Sing here. If not, be prepared to be punished, but this strategy is a not the worst.
To be sure, punishing is the only "real" way to use Sing. If an opponent is using a laggy Smash, you can punish at the end of the attack or even before the hit in certain situations. Also, catching enemies in the landing lag after aerial moves (especially Up B moves), works quite well. If an opponent grabs an edge, you still have the opportunity to punish their edge roll or edge attack (though the timing is strict).
Honestly, using Sing is not unlike using a slow Smash Attack or other powerful move, except for the fact that you have lots of options (including Rest) once you've put your foe into a slumber. Just be smart, and let your opponent make the mistakes.
4.3 Edge Guarding and Edge Setups
Edge guarding is one of Jigglypuff's strongest areas due to her fast air speed, powerful aerials, and number of jumps. Jigglypuff can literally go to the edge of the stage and come back to bubble-KO an opponent. The key to doing this effectively is to not fear falling! Jigglypuff has the ability to easily return to the stage, so use that to your advantage.
As for the move choice for edgeguarding, it depends on where your opponent is. If the enemy is above or level with Jigglypuff, Forward Aerial is your best bet. For most other situations, Neutral Aerial is good, and Down Aerial is good when the opponent is below the stage or below Jigglypuff. When used in midair, Down Aerial can combo into Neutral Aerial, making for a rather insulting edge guard that does a whopping 27 damage! Also, if your opponent is directly below Jiggs and close to the stage, go for a stage spike with Back Aerial.
Overall, you want to be slightly above your enemy when edgeguarding, since that gives Jiggs the most options. You can set up your opponent to be below stage with Jiggs' Down Throw near the edge, her Down Tilt, or her Down Smash. All three send opponents out at low angles that make recovery difficult. Even if Down Throw has low knockback, it places the opponent in a position below the stage, forcing recovery. Go for a stage spike or Dair -> Nair, or if nothing else, punish their recovery or edge roll.
5. Useful Combos
Here's a list of all the practical combos you might want to use with Jigglypuff. By practical, it means that they would be useful in a typical battle.
5.1 Ground Combos
Jab -> walk forward -> Jab
Jab -> STilt
UTilt -> UTilt
UTilt -> NAir
UTilt -> UAir
UTilt -> FAir
UTilt -> BAir
UTilt -> DAir
UTilt -> Final Smash
Sing -> Anything!
Jab -> Reverse UTilt -> UTilt (requires 1- to 2-frame timing)
5.2 Air Combos
DAir -> NAir
UAir -> UAir
UAir -> BAir (only on some opponents)
5.3 Landing Combos
These are combos that are done using aerials near the ground.
NAir -> Landing -> Jab
NAir -> Landing -> Rest
DAir -> Landing -> Jab
DAir -> Landing -> Rest
UAir -> Any aerial (only some characters, only certain damage levels)
5.4 Setups, Guessing Games
None of these are true combos, but they involve trickery due to the hit stun on some of Jigglypuff's moves.
Short hopped FAir -> Grab/Jab
DAir -> Grab
Jab -> Grab
UTilt -> Grab (low damage)
First Jab only -> Grab (punishable)
Jab -> Sing
UTilt -> Sing (punishable)
And, that's all for now! Hope this guide has helped you. Discuss any more strategies and tips for Jigglypuff below, and voice any suggestions you have.
for Super Smash Bros. Crusade
Sections
1. Introduction/Jigglypuff's Pros and Cons
2. Jigglpuff's Statistics
3. Moveset Breakdown
4. Techniques/Strategies
5. List of Useful Combos
1. Introduction
Jigglypuff is awesome. If you are reading this, you most likely know that already, but if you didn't know that Jigglypuff is good or how, this guide is here to help YOU! And, for those of you who did know that, this guide will hopefully give you some tips to improve your Jiggs game.
Background
Jigglypuff is Pokemon number 39 and a balloon Pokemon. It's known for being a singer, and gets very angry if someone falls asleep while listening to it. It is an uncommon Pokemon and can be found in areas such as Mount Moon and the Safari Zone.
The info below was retrieved from Psypoke's Psydex.
Type: Normal
Habitat: Grassland
Gender Ratio:
Male: 25% Female: 75%
Height:
Imperial: 1ft 8in Metric: 0.5m
Weight:
Imperial: 12.1lbs Metric: 5.5kg
Colour: Pink
Pros and Cons of Jigglypuff in Crusade
Jigglypuff is considered to be a rather difficult character to play due to her weight and size, but she can be highly rewarding to use because of her strengths. Here's a breakdown:
Pros:
* Fast air speed
* Five midair jumps
* Amazing horizontal recovery
* Good edge guarding moves
* Powerful Smash Attacks
* Several useful combos
* Small target
Cons:
* Lightest character in the game
* Short range normal moves
* Can be easily punished due to short range and laggy Smash Attacks
* No projectile
* Vertical recovery is not so great
* Falls very slowly
On one hand, knowing weaknesses is sometimes more important than knowing strengths, especially for our pink Pokemon pal. Being the lightest character in the game means getting KO'd at 95% or lower sometimes, even if she has great recovery ability. She has short range on many attacks as well as a floaty jump, so it can be hard to mount an offense against some opponents. And, she has no projectile, meaning it's imperative for her to get close to her opponents.
On the other hand, Jigglypuff has lots of advantages that can turn a match in her favor. She has a great recovery that, coupled with her strong aerials, makes her tough to edge guard. She's also a small target and has the shortest crouch hitbox of any character. Just by ducking, she can avoid lots of projectiles. Most importantly, she's very fast in the air, coming in just behind Yoshi in maximum air speed. This makes her a great character at short-hopping aerials and edge guarding. Once an opponent is offstage, a good Jigglypuff player should be able to keep them offstage.
2. Statistics
These are just raw numbers from the game detailing Jigglypuff's movement and weight and other random characteristics.
Weight: 0.17 (very low)
Gravity: 0.24 (moderately low)
Max. fall speed: 2.55 (very low)
Run start speed: 2.2 (low)
Run acceleration: 0.075 (average)
Run max speed: 2.7 (moderately low)
Jump speed: 6.15 (moderately low)
Midair jump speed: 5.3 (with multiple jumps, no problem)
Short hop speed: 3 (average)
Air horizontal acceleration: 0.23 (high)
Air horizontal max. speed: 2.7 (very high)
Jumps: 6 (amazing!)
Kirby Ability: Wheel
Basically, Jigglypuff is one of the fastest in the air, but slower on the ground.
AI information:
Attack range: 39 (low)
Camping factor: 0.1 (very low)
Recover with Side B: Yes
The CPU Jigglypuff is highly aggressive. It relies as much on ground attacks as aerials, so by out-spacing it, a player should have no problem defeating it. It tends to use Pound, Side Smash, and short-hopped aerials to approach from mid-range.
3. Moveset Breakdown
This is a fairly exhaustive breakdown, as it includes hitbox images, frame data, damage, and brief comments. If you want to know a little more about an individual move of Jigglypuff's, read on.
Normal Moves:
Jab
Damage: Jab 1 - 3, Jab 2 - 3
Hits: Jab 1 - 4, Jab 2 - 4 (after interrupting first jab)
Animation length: Jab 1 - 20, Jab 2 - 16
Interrupt: Jab 1 into Jab 2 - 12, Jab 2 - 12
This is a 4-frame jab, but it has enough punch to beat out many other moves. It's very short ranged, but it's your go-to close up attack, as it is fast and combos easily into Side Tilt.
Side Tilt
Damage: 10
Hits: 6-9
Animation length: 26
Interrupt: 24
Though this move appears to have little range, it has a fairly large hitbox compared to its apparent size. This is a good counter move or poke because it is very fast and has short duration. It has solid enough knockback to set up for edgeguards.
Up Tilt
Damage: 8-9
Hits: 6-14
Animation length: 26
Interrupt: 21
This is a fantastic move. It's fast, combos into many moves (including itself), and has little cool-down time. The problem is that this move hits behind Jigglypuff during its startup, so you should use this move if Jiggs is facing away from her opponent or if the opponent is above Jiggs. This move combos easily into Nair, itself, Uair, and even Puff Up!
Down Tilt
Damage: 9.5
Hits: 10-14
Animation length: 27
Interrupt: 25
This is an okay poke-type move that makes Jigglypuff move slightly forward. It's not so easy to punish because of its short cool-down time, and it has a deceptively long-lasting and long-reaching hitbox. It hits enemies out at a fairly low angle as well, making for some edgeguard set-ups. Overall, this move probably won't see frequent use due to Jiggs's great short-hopped moves taking priority.
The screenshot below shows just how far this move can reach.
Side Smash
Damage: 12-17 uncharged, 19.5-24.5 charged
Hits: 15-22
Animation length: 43
Interrupt: 43
Side Smash is Jigglypuff's strongest horizontal launcher, and it's among the strongest Side Smashes in the game. The slide during this move travels even farther than the slide on Kirby's Side Smash and begins before the hitbox comes out. That said, this move has a lot of range, which may surprise some opponents. It's best used for stopping approaches and punishing missed attacks and of course, for finishing foes off. Don't use this move too much, as it is slow and can be punished.
Up Smash
Damage: 15-16 uncharged, 23.63-24.63 charged
Hits: 14-21
Animation length: 43
Interrupt: 39
This is another very strong finisher. It's a bit slow, but it has good priority above Jiggs. This move can be tempting to use when enemies are at high damage, but be sure to hit with it, as it's easily punished if it misses completely. If shielded from the front, however, it has high shield stun and is harder to punish. Use it wisely!
Down Smash
Damage: 15 uncharged, 20.25 charged
Hits: 13-23 (!)
Animation length: 40
Interrupt: 40
Down Smash is an interesting move, to be sure. After an average startup time, Jiggs does a split that hits on both sides of her simultaneously. It hits enemies out at a 2 degree-angle, meaning they'll slide along the floor if hit with enough damage. You probably won't see this move too often because it is short-ranged, but if you hit with it, it pays off. The low angle that enemies are launched at makes recovery difficult for them.
Dash Attack
Damage: 5-10
Hits: 7-20
Animation length: 43
Interrupt: 43
Jigglypuff's tripping dash attack is one of her most punishable moves, but it's so fast, you'll catch enemies off-guard with it often. Don't abuse it though. It's best suited for punishing missed attacks, and with its solid knockback, setting up edgeguard situations. This attack can hit opponents backwards if they are behind Jigglypuff.
Neutral Air Attack
Damage: 11.5 with sweetspot or 7-10
Hits: 5-22
Animation length: 42
Interrupt: 39
Landing time: 8
Nair is one of Jigglypuff's most useful moves. For one thing, it has a long-lasting hitbox that is tough to avoid by air dodging. Also, it has a 5 frame startup, making it a very fast aerial move. Finally, it can combo from Up Tilt very easily. This is a good "get the heck off me" move if you find Jiggs caught in a juggle or combo, and it has good edgeguard KO potential. 11.5 damage is also pretty good for a 5-frame move. Beware of one thing with this move - range. It will often trade hits with other aerials due to its relatively small hitbox, and it doesn't hit behind Jiggs very well. That said, this is still a fantastic move.
Forward Air Attack
Damage: 7-11
Hits: 7-14
Animation length: 39
Interrupt: 35
Landing time: 10
Fair is Jiggs's bread and butter. It's an easy-to-use but surprisingly effective move, as it always has been in Smash. The move is relatively fast and has solid knockback. It's one of the most common moves used to get a KO with Jigglypuff, especially in edgeguards. Also, it's a good move to approach by short-hopping due to its solid speed and range.
Backward Air Attack
Damage: 8-12
Hits: 8-11
Animation length: 37
Interrupt: 32
Landing time: 10
Bair doesn't look like Fair, but it is a lot like Fair in its applications. You can use it as a short-hopped approach, an edgeguard, or a combo move (especially from Up Tilt). It's also slightly faster to cool down than Fair and has higher knockback and damage.
Up Air Attack
Damage: 5-10
Hits: 8-18
Animation length: 36
Interrupt: 33
Landing time: 10
Uair is a fantastic juggle move. It has a nicely sized hitbox that covers all of Jiggylpuff's upper body, making it hard for your opponent to return to the ground. It also has 6 extra hit stun frames, allowing you to combo after it in certain instances. It is a little slow on startup to reach its maximum range, so get used to its timing.
Down Air Attack
Damage: 2x8, 3 with landing hit
Hits: 5-7, 9-11, 13-15, 17-19, 21-23, 25-27, 29-31, 33-36, landing hit: 0-3 after landing
Animation length: 45
Interrupt: 45
Landing time: 13
The drill kick is back, and it remains a solid move for Jigglypuff. It's very hard to punish this move in the air because it has little ending lag and long-lasting hitboxes. Don't get too predictable with jumping in on grounded enemies, as it's punishable on landing if it misses. It's possible to combo after this move in midair to a Nair or Fair.
Grab
Hits: 6-11
Animation length: 28
Jigglypuff has very good grab range for her size, the one advantage that completes her ground game. You'll be using grabs a lot with her, since her other ground moves are not as reliable as a grab. Not to mention, her throws aren't half bad.
Forward throw
Damage: 8
Hits: 11-12
Animation length: 24
Forward throw is an average throw in terms of knockback that sends enemies out at about a 35 degree angle. It does fairly solid knockback at low percents, making it a good edgeguard setup.
Backward throw
Damage: 8
Hits: 24-25
Animation length: 34
The backward suplex is a good throw to get enemies off the stage and deals stronger knockback than Forward Throw. It's not a KO throw until high damage, but it's certainly useful to get enemies in a good position for you to edgeguard them.
Up throw
Damage: 9
Hits: 13
Animation length: 25
Interrupt: 22
This upwards toss puts enemies directly above Jigglypuff and KOs only at very high damage. It sends enemies too high to combo, but you can create some interesting setups using this move. Mix things up between jumping after your opponent with an attack, air dodging, or just staying grounded to confuse your opponent. You'll probably use this throw less often than your other throws, but when used properly, this Up Throw pays off.
Down throw
Damage: 9
Hits: 48-50
Animation length: 63
This throw is more useful than it might appear. Jiggs rolls back and forth on top of her victim, then the target is plopped out right in front of her again. No chain grabs here, but when used near an edge, the enemy is put below the edge, so you can edgeguard them well afterwards.
Special Moves:
Rollout (B)
Damage: 9 - 19
Hits: As early as 13 (but no hitbox unless charged)
Hitbox properties: Armor Break (if 3/5 charged or more)
Animation length: varies, rolls around for up to 125 frames
Rollout's an interesting move. Many players find it to be useless, but it certainly has its moments of glory. It's great for discouraging characters like Knuckles and Lucario from charging their moves from a distance or Fox and Mach Rider from spraying bullets, since they'll just get smacked with Rollout if it's timed well. It's also a powerful way to recover. Rollout is scary when fully charged, so most opponents won't want to try and edgeguard a Jigglypuff that's screaming towards them in midair using Rollout.
Overall, Rollout should be used sparingly, as it's very hard to hit with it without punishing your opponent. The good news is that it's not so easy to punish if shielded due to its high recoil.
Pound/Wake-Up Slap (Side B)
Damage: 12 (15 if opponents is asleep or has broken shield)
Hits: 14-31
Invincible: 11-16
Hitbox properties: Armor Break, Wake-Up Slap (stronger if used on sleeping enemies)
Animation length: 42
Interrupt: 42
Pound may look like a simple move, but it has a place in advanced Jigglypuff play. For one thing, it does a LOT of shield damage and shield stun, making it a scary move for your opponents to block. Another thing is that it is a viable KO move if used after Sing or after Shield Breaking your opponent (potentially with Pound itself!). Also, it has some invincibility just before the hitbox, giving it the ability to blow through most other attacks, which is especially useful in recovery. Finally, you can use Pound to extend Jigglypuff's recovery even more. In versions of the game after 0.6, you can perform a "Rising Pound" by holding Up after the move begins. This technique can greatly enhance Jigglypuff's recovery.
Sing (Up B)
Damage: 0
Hits: 21-150 (roughly)
Hitbox properties: Sleep, No Launch, Unblockable
Animation length: 159
Interrupt: 153
Sing puts enemies to sleep with a lullaby if they are within a certain radius of her and only if they are grounded. This radius has improved from Brawl and Melee incarnations of Jigglypuff, and you can move left and right a bit while using this move in the air. This move is a perfect set-up for Rest and Wake-Up Slap or whatever move you choose as long as it isn't too slow. The amount of time the enemy sleeps depends on the damage they've taken. Overall, this move has its moments, but don't use it unless you are sure it will hit, since it can be punished. See the "Using Sing" section in part 4 for more tips.
Rest (Down B)
Damage: 24
Hits: 1
Hitbox properties: Armor Break
Recover 1% on: 30, 45, 60, 75, 90, 105, 120, 135
Animation length: 180
Rest is one of the most worshipped moves in Smash, and it can be pretty obvious why. It has a tiny hitbox, but it hits instantaneously and is very powerful. This move is even more useful in Crusade since Jigglypuff restores a small amount of health (8%) while asleep. It's best used as a punish or after Sing. Just don't use while off-stage unless you want to fall to your doom.
Final Smash: Puff Up
Damage: First hit - 35, second hit - 22
Hits: ~30-34 (10-14 after startup pause)?, 120-124 (100-104)
Hitbox properties: Unblockable
Animation length: ~240 (220)
Note: The numbers with "~" symbols are dependent on the rate at which Jigglypuff grows, so their actual values are unclear.
Jigglypuff simply inflates to enormous size quickly, hitting foes when inflating and blowing them away when deflating. This is a fanstastic Final Smash. It starts up almost instantly and covers a huge area. Although it is weaker than most Final Smashes in terms of knockback, the fact that it's hard to miss with it more than makes up for the lack of power. Not only can you use this move to simply blast enemies horizontally offscreen, but also, you can use it to edgeguard. If the enemy manages to grab the edge, there's a high chance they will still get hit by the gust of wind (and hitbox) that occur when Jigglypuff deflates.
It should also be noted that you can combo into this using Up Tilt or Up Throw (when the opponent has medium-high damage). That means you can guarantee a hit with it, making it even more useful.
4. Techniques/Strategies
4.1 Rising/Falling Pound
A Rising Pound is a techinique that makes Jigglypuff rise in the air while using her Side B, Pound/Wake-Up Slap. One is executed by pressing and holding Up while Pound is being performed (just after you press B, not before, as doing so will make Jigglypuff use Sing). Rising Pounds have been around since the days of Smash Bros. on the N64 and are seen in all three Smash games. This techinique is not very useful in version 0.6 of SSBC, but in later versions, it is much better, so it may be helpful to at least know about it.
The single reason Rising Pounds are actually significant is that they boost Jigglypuff's height and overall distance during recovery. By repeatedly using Rising Pounds in between jumps, Jigglypuff can travel an incredible distance horizontally. Also, the opponent may be more scared to edgeguard a Pounding Jiggs than one who is simply jumping, but don't count on that.
It should also be noted that Jiggs can also move downwards during a Pound by pressing Down instead of Up, resulting in a Falling Pound. It can be useful to direct Jigglypuff towards an edge from above or to jump in on opponents.
4.2 Using Sing
Yes, I believe Sing needed its own section. Sing is a much more useful move in SSBC than in Brawl (in my opinion), but it still requires some skill to pull off without getting punished severely. The trick to using Sing is to do it when opponents either A) don't expect it or B) have put themselves in a position where it is inescapable, allowing you to punish.
To set up for Sing in an unpredictable way takes some luck and skill. One good way to do it is to use Sing after a midair jump and fast-fall onto your opponent. You can use the midair jump to bait an attack, then fall onto them with Sing. Another way to do it is to use a tilt or other fast attack and miss in order to bait a punish from the opponent. If they do a laggy move, punish with Sing, and follow up with Rest or whatever you like. Another good way is to do it after a successful Jab. If the opponent doesn't DI away and lands just in front of you, they'll be in an awkward position with a frame disadvantage. There is a chance they'll walk into Sing here. If not, be prepared to be punished, but this strategy is a not the worst.
To be sure, punishing is the only "real" way to use Sing. If an opponent is using a laggy Smash, you can punish at the end of the attack or even before the hit in certain situations. Also, catching enemies in the landing lag after aerial moves (especially Up B moves), works quite well. If an opponent grabs an edge, you still have the opportunity to punish their edge roll or edge attack (though the timing is strict).
Honestly, using Sing is not unlike using a slow Smash Attack or other powerful move, except for the fact that you have lots of options (including Rest) once you've put your foe into a slumber. Just be smart, and let your opponent make the mistakes.
4.3 Edge Guarding and Edge Setups
Edge guarding is one of Jigglypuff's strongest areas due to her fast air speed, powerful aerials, and number of jumps. Jigglypuff can literally go to the edge of the stage and come back to bubble-KO an opponent. The key to doing this effectively is to not fear falling! Jigglypuff has the ability to easily return to the stage, so use that to your advantage.
As for the move choice for edgeguarding, it depends on where your opponent is. If the enemy is above or level with Jigglypuff, Forward Aerial is your best bet. For most other situations, Neutral Aerial is good, and Down Aerial is good when the opponent is below the stage or below Jigglypuff. When used in midair, Down Aerial can combo into Neutral Aerial, making for a rather insulting edge guard that does a whopping 27 damage! Also, if your opponent is directly below Jiggs and close to the stage, go for a stage spike with Back Aerial.
Overall, you want to be slightly above your enemy when edgeguarding, since that gives Jiggs the most options. You can set up your opponent to be below stage with Jiggs' Down Throw near the edge, her Down Tilt, or her Down Smash. All three send opponents out at low angles that make recovery difficult. Even if Down Throw has low knockback, it places the opponent in a position below the stage, forcing recovery. Go for a stage spike or Dair -> Nair, or if nothing else, punish their recovery or edge roll.
5. Useful Combos
Here's a list of all the practical combos you might want to use with Jigglypuff. By practical, it means that they would be useful in a typical battle.
5.1 Ground Combos
Jab -> walk forward -> Jab
Jab -> STilt
UTilt -> UTilt
UTilt -> NAir
UTilt -> UAir
UTilt -> FAir
UTilt -> BAir
UTilt -> DAir
UTilt -> Final Smash
Sing -> Anything!
Jab -> Reverse UTilt -> UTilt (requires 1- to 2-frame timing)
5.2 Air Combos
DAir -> NAir
UAir -> UAir
UAir -> BAir (only on some opponents)
5.3 Landing Combos
These are combos that are done using aerials near the ground.
NAir -> Landing -> Jab
NAir -> Landing -> Rest
DAir -> Landing -> Jab
DAir -> Landing -> Rest
UAir -> Any aerial (only some characters, only certain damage levels)
5.4 Setups, Guessing Games
None of these are true combos, but they involve trickery due to the hit stun on some of Jigglypuff's moves.
Short hopped FAir -> Grab/Jab
DAir -> Grab
Jab -> Grab
UTilt -> Grab (low damage)
First Jab only -> Grab (punishable)
Jab -> Sing
UTilt -> Sing (punishable)
And, that's all for now! Hope this guide has helped you. Discuss any more strategies and tips for Jigglypuff below, and voice any suggestions you have.