Super Smash Bros. Brawl

Jigglypuff (SSBB)

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This article is about Jigglypuff's appearance inSuper Smash Bros. Brawl. For this Pokémon in other contexts, seeJigglypuff.
Jigglypuff
inSuper Smash Bros. Brawl
Jigglypuff SSBB.jpg
PokemonSymbol.svg
UniversePokémon
Other playable appearancesinSSB
inMelee
inSSB4
inUltimate
AvailabilityUnlockable
Final SmashPuff Up
TierF (36)
Jigglypuff (SSBB)

Jigglypuff (プリン,Purin) (JIGGLYPUFF in the PAL version) is a character inSuper Smash Bros. Brawl. Confirmation of its appearance inBrawl, along with its fellow veteranNess and the newcomerLucario, wasleaked before the game's release through a promotional video on the Japanese Wii website aboutsticker power-ups; it was later officiallyconfirmed viaSmash Bros. DOJO!! on March 25, 2008.

Jigglypuff is voiced by Rachael Lillis in English via reused voice clips fromSmash 64, and by Mika Kanai in Japanese via voice clips last used inSmash 64,Melee, and some new ones. It is also voiced by Virginie Demians and Dina Küerten in French and German, respectively, replacing Guylaine Gibert and Mara Winzer fromMelee, the latter two also voicing thePokémon Trainer in the French and German versions ofBrawl.

Jigglypuff is ranked 36th out of 38 on theSuper Smash Bros. Brawl tier list in the bottom tier. This is a huge drop from its 3rd place (out of 26) ranking in theMelee tier list, and one of the biggest declines in series history. Jigglypuff's incredibleair mobility and many midair jumps make for one of the bestrecoveries in the game. These physics also grant it a good air game and exceptional edgeguarding. Furthermore, its tiny body,featherweight status, and incredibly lowfalling speed make it one of the hardest characters tocombo.

The main reason for its huge tier drop comes indirectly from the way it transitioned toBrawl. LikeCaptain Falcon, Jigglypuff's moves were more reliant ontumbles than other characters, and its edgeguarding abilities benefited fromMelee's much harsher disadvantage states, withBrawl's bolstered defensive options severely hindering its offensive prowess. Jigglypuff has also had its KO moves nerfed, with Rest in particular suffering greatly; as opposed to KOing under 25% like it did inMelee, it does not reliably KO until around 75%, and it is much harder to land due tohitstun canceling and universally reduced falling speeds preventing combos into it. In addition to this, Jigglypuff has one of the worst ground games, having very poor dash speed and few worthwhile ground moves. Finally, Jigglypuff has the worst endurance of any character, attacks that are unsafe on hit, and poor air-to-ground transitioning due to its floaty physics, preventing it from approaching safely in many situations.

Due to its huge nerfs and terrible transitioning toBrawl's metagame, Jigglypuff has nearly the opposite of its previous competitive prowess, holding awfulmatchups, insignificant representation, and virtually nonexistenttournament results. Additionally, its position in Europe and Japan is even worse than it is in the Americas, as it is ranked at 37th and 38th in Europe and Japan, respectively. Nevertheless, Jigglypuff has caught glimpses of success thanks to the efforts of players such asDapuffster.

How to unlock[edit]

Players can unlock Jigglypuff by doing one of the methods listed below. Regardless of the method, the player must then defeat Jigglypuff onPokémon Stadium 2.

  • Play 350VS. matches to completion. If Jigglypuff is skipped for fighters with higher VS. match quotas, it will not be accessible until those other fighters are unlocked.
  • Have 20 or moreevent matches cleared after completingThe Subspace Emissary. Jigglypuff will appear after the 20th is cleared or if an event match is played after the 20th is cleared. If the player fails to defeat Jigglypuff, they can re-fight it by playing another event match (clearing it is not required).
  • Find Jigglypuff inThe Swamp stage after completing The Subspace Emissary. It can be found through the first door after defeating theFalse Giant Diddy Kong. Upon entering the door, a cutscene of Jigglypuff challenging the player will play prior to the unlock battle. The level will end if the player fails to defeat Jigglypuff, but they can re-fight it by entering the door again.

Attributes[edit]

Jigglypuff is a character of the extremes, being the lightest and floatiest character in the game. With six jumps (albeit with the lowest height per jump), combined with the second fastestair speed (second only toYoshi), the slowestfalling speed, andRising Pound, Jigglypuff dominates in aerial combat, and, with its forward aerial and back aerial moves, it can use theWall of Pain technique very effectively allowing opponents to be K.O.ed at low percentages by being juggled off-screen. Jigglypuff's excellent aerial maneuverability makes up for its dash speed, which is the slowest in the game. A main disadvantage is that Jigglypuff's lightweight and floatiness means that it is sent flying rather easily in any direction. However, its light weight (combined with being floaty and small) also makes it immune to mostchaingrabs. Despite this, because its air release has almost no horizontal distance, Jigglypuff can suffer from grab release combos by characters like Yoshi (though Jigglypuff has high vertical distance in its air release and can move one frame before anyone else's air release).

Jigglypuff has many attacks with decent knockback, but these attacks also have very low range (being light and poor ranged makes approaches very dangerous) and sometimes a medium amount of starting and/or ending lag. Its recovery is aided byRollout, which is also a devastatingapproach attack on the ground, and the fact it never enters ahelpless state makes the attack effective in the air too. However, Rollout, as with all charging approach attacks, can be predictable and can lead to a self-destruct if used carelessly. The moveRest provides invincibility frames which come out in one frame - faster than a shield - this allows for avoiding some dangerous situations. Rest can also deal up to 45% damage, and has vertical knockback and almost no horizontal knockback, guaranteeing a KO at around 75%, meaning Jigglypuff's vulnerability time after Rest is avoided if the attack hits. However, Rest leaves Jigglypuff extremely vulnerable if it misses. Jigglypuff also has a good array of strong albeit laggy smash attacks. Jigglypuff lacks projectiles, but its great aerial mobility helps it dodge many of them easily. Upon breaking its shield, Jigglypuff will be sent for aStar KO if there is no ceiling above it (seeshield jump).

One of Jigglypuff's traits is that it has the slowest falling speed in the game, which is both beneficial and detrimental. This is beneficial because it allows for techniques such as theWall of Pain, it significantly helps Jigglypuff's recovery, and it allows Jigglypuff to easily stay airborne in situations where ground play is dangerous. Jigglypuff's slow falling speed is detrimental because Jigglypuff cannot move from the air to the ground as quickly as most characters, limiting its options in most situations, and it makes vertically K.O.ing Jigglypuff very easy.

Changes fromSuper Smash Bros. Melee[edit]

Jigglypuff was the character that was nerfed the hardest in the transition fromMelee toBrawl. Its air game has been significantly weakened, as itsair acceleration, formerly notorious for allowing it to weave in and out extremely quickly, has been largely reduced to be closer to that of the rest of the cast. This is further burdened by the cast generally having stronger recoveries and the changes toair dodging, which overall makes Jigglypuff's edgeguarding much less effective. Its most useful aerials fromMelee, namelyback aerial andup aerial, are not only adversely affected by these changes, but have received their own nerfs as well; the former has less range and more ending lag, while the latter deals less damage and is overall a less effective juggling tool. Jigglypuff's KO power has also been heavily decreased, as all its smash attacks are slower and weaker, whileRest's knockback has been significantly decreased to the point it can no longer KO under 70%, as opposed to KOing as low as 10% inMelee. Lastly, the introduction ofhitstun canceling combined with the cast's universally decreased fall speeds have greatly hindered Jigglypuff's combo game, as some moves such as its up throw have completely lost their combo potential, and setups into Rest are much harder to perform.

Despite all the nerfs it has received, Jigglypuff did receive a few buffs. Its overall weight (while still low) has been significantly increased, giving it better survivability. Forward aerial has increased knockback, giving Jigglypuff a viable aerial attack to KO with at high percents. Down aerial is now also capable oftripping opponents, allowing it to be used for setups more effectively. Lastly, the introduction ofDACUS slightly alleviates Jigglypuff's poor ground approach.

Overall, Jigglypuff's nerfs heavily outweigh its buffs, and the changes toBrawl hindered it more than they helped it, resulting in it going from one of the biggest threats inMelee to one of the weakest characters inBrawl.

Aesthetics[edit]

  • Change Jigglypuff has a more subdued color scheme. Its eyes are a brighter teal, its hair curl at the end became smaller, and its feet became slightly larger.
  • Change All of Jigglypuff's movements now make a squeaky, rubbery, and puffy sound (including midair jumps and attacks).
  • Change Jigglypuff is significantly less vocal. It no longer vocalizes while taking knockback or during its first jump. This doesn't apply to the Japanese version, however.
    • Change One of Jigglypuff's high knockback voice clips fromMelee has been moved toPuff Up.
  • Change Jigglypuff's yellow crown fromMelee is replaced by thefemale protagonist's hat fromPokémon FireRed and LeafGreen.

Attributes[edit]

  • Change As with the returning veterans, Jigglypuff'sfalling speed was reduced (1.3 → 0.98). Compared to the returning veterans, however, Jigglypuff falls faster. While this improves its endurance, it is more vulnerable to combos and chain grabs. Jigglypuff still maintains the lowest fall speed in the game.
  • Change Jigglypuff'sgravity is lower (0.064 → 0.05056).
    • Buff Jigglypuff benefits the most from the new consideration of gravity on vertical knockback, having the biggest vertical knockback reduction, although it is more vulnerable tometeor smashes as a result.
  • Change Jigglypuff is significantly heavier (60 → 68). This improves its horizontal survivability, but makes it more susceptible to combos. (although with the absence of Pichu, it is now the lightest character in the game again)
  • Change Jigglypuff's traction is lower (0.09 → 0.0718), although relative to the cast, Jigglypuff now has the second highest traction with its traction being higher than all other returning veterans.
  • Nerf Jigglypuff'sair speed is slower (1.35 → 1.269), no longer being the fastest in the game.
  • Nerf Jigglypuff'sair acceleration is significantly lower (0.19 → 0.05 (base), 0.09 → 0.08 (additional)), no longer being the highest in the game by a considerable margin, which is exacerbated by most returning veterans having their air acceleration increased. This significantly worsens Jigglypuff'sapproach,punish andspacing abilities that constituted its outstandingneutral game inMelee.
    • Buff Though Jigglypuff's air acceleration is reduced much less while in its midair jump animation.
  • Nerf In a similar vein toCaptain Falcon andGanondorf, the introduction ofhitstun canceling prevents Jigglypuff from racking up a significant amount of guaranteed damage, and makes it much harder to land its finishing moves (Rest in particular).
  • NerfJumpsquat is slower (5 → 6 frames).
  • Buff Sidestep has less ending lag (FAF 28 → 26).
  • NerfSidestep has increased startup lag (frame 2 → 3), and unlike the rest of the veterans' sidesteps, itsintangibility was not increased, making it the sidestep with the shortest intangibility in the game.
  • BuffRolls have less ending lag (FAF 35 → 33).
  • Nerf Forward roll has increased startup lag (frame 2 → 3).
  • Nerf In a similar vein toYoshi, the removal ofshield density hinders Jigglypuff's survivability, as it makes it easier for the opponent to break Jigglypuff's shield, which KOs Jigglypuff instantly.

Ground attacks[edit]

  • Neutral attack:
    • Buff Both hits have larger hitboxes (3.6u → 4.32u). The introduction ofjab locking also improves its damage racking ability if the opponent misses atech. Lastly, Jigglypuff can quickly repeat the first hit until it connects if the attack button is held.
    • Nerf Its first hit has more ending lag (FAF 16 → 17).
    • Change Jab 2 comes out 1 frame earlier (frame 6 → 5). This makes the first hit combo into the second better, but the IASA frames weren't adjusted so the move has an extra frame of ending lag, reducing its combo potential.
  • Forward tilt:
    • Nerf Forward tilt has more startup lag (frame 6 → 7).
  • Up tilt:
    • Buff Up tilt can KO earlier due to the generally slower falling speeds of the cast.
    • Nerf It has more startup and a shorter duration (frames 8-14 → 9-13). The changes toBrawl's physics also makes it significantly less useful for juggling, and makes it less able to hit opponents that have been knocked down.
    • Buff It has bigger hitboxes (≈3.1u/≈4.3u → 4.0u/5.5u), although the larger hitbox has been moved down so the vertical range is similar.
  • Down tilt:
    • Nerf Down tilt has more ending lag (FAF 30 → 31) and smaller hitboxes (3.6u/4u → 3u).
  • Dash attack:
    • Buff Jigglypuff is capable of cancelling the initial frames of its dash attack for aDACUS, slightly improving its otherwise slow ground game.
    • Nerf It has more startup (frame 4 → 5).
  • Forward smash:
    • Nerf Forward smash has more startup (frame 12 → 16), with total duration increased as well (FAF 45 → 50).
    • Nerf It has lower knockback scaling (118 (clean)/105 (late) → 103/80), and its clean hit deals less damage (17% → 16%), considerably hindering its KO potential.
  • Up smash:
    • BuffUp smash's sweetspot now takes priority over its sourspot, making it actually possible to hit. Both are also larger (≈3.9u/≈5.9u → 4.8u/7.2u).
    • Nerf Up smash has much more startup (frame 7 → 16) and a longer total duration (FAF 45 → 54).
    • Nerf It also has lower knockback scaling (110 → 100), and its sourspot deals less damage (14% → 13%), hindering its KO potential.
    • Change Up smash's angle has been altered (90° → 87°).
  • Down smash:
    • BuffDown smash's hitboxes are larger (≈3.9u/≈4.7u → 4.8u/5.76u).
    • Nerf Down smash has noticeably more startup (frame 9 → 14) with total duration increased as well (FAF 48 → 53). It also has a shorter hitbox duration (3 frames → 2), requiring stricter timing when 2-framing.
      • Change It has an altered animation, where Jigglypuff appears to wind up for the attack, before returning to a standing position and winding up a second time and actually attacking, causing the animation to look unfinished.
    • Change Down smash now sends grounded opponents sliding along flat surfaces even at percents where it would otherwise causetumbling, including 999%. This prevents them from teching the move to survive, and allows it to take better advantage ofedge slipping, but reduces its KO potential against opponents with high traction.
    • NerfBrawl's dramatically reduced fall speeds across the board, combined with recoveries generally being stronger, considerably reduce down smash's effectiveness as an edgeguarding and gimping tool.

Aerial attacks[edit]

  • Change All aerials except down aerial have less landing lag (20/10 frames → 15). Due to the removal ofL-canceling, however, their landing lag is not fully compensated.
  • Buff All aerials except neutral aerialauto-cancel earlier (frame 34 → 28 (forward), frame 25 → 23 (back), frame 37 → 35 (up), frame 39 → 38 (down)). Coupled with Jigglypuff's slower falling speed, this enables all of them to auto-cancel in a short hop.
  • Buff All aerials except up aerial have gained the ability tolock opponents.
  • Buff Jigglypuff's slower falling speed enables it to perform multiple aerials in a short hop such as two back aerials, despite their higher endlag.
  • Neutral aerial:
    • Buff Neutral aerial has a slightly longer duration (frames 6-28 → 6-29) and less ending lag (FAF 50 → 44).
    • Nerf It deals less damage (12% (clean/9% (late) → 10%/6%), and its late hit has lower knockback scaling (80 → 70), although the clean hit's knockback was compensated (10 (base)/70 (scaling) → 20/90). It also auto-cancels slightly later due to the move's longer duration (frame 29 → 30).
    • Change The clean hit has bigger hitboxes (≈5.1u/≈3.9u → 6u/4u), but the late hit has smaller hitboxes (≈4.7u/≈3.5u → 4u/3u).
  • Forward aerial:
    • Buff Forward aerial's clean hit has increased knockback (10 (base)/100 (scaling) → 30/108), making it a surprisingly powerful KO move.
    • Nerf Forward aerial has more startup lag with a shorter duration (frames 7-22 → 8-20), and more ending lag (FAF 35 → 37). Its late hit also deals less damage (7% → 6%) and knockback (10 (base)/80 (scaling) → 12/70).
    • Buff The sweetspot is bigger (≈3.5u → 4.5u), while the sourspot is smaller (≈4.7u → 3.2u), making the move's damage output more consistent. Additionally, since the sweetspot is the foot hitbox, and the sourspot the body hitbox, this increases the move's range overall.
  • Back aerial:
    • Buff Back aerial has less startup lag (frame 9 → 8).
      • Buff As a result, the hitboxes now become active a frame before Jigglypuff actually kicks its foot, resulting in the move having a large disjoint for its first active frame.
    • Buff It has larger hitboxes (≈3.9u/≈3.9u/≈4.3u → 4u/4.5u/5u).
    • Nerf Its hitboxes are no longer attached to Jigglypuff's leg but rather, they are now stationary. While this allows the move to cover a set area more consistently throughout the active duration of the move and it allows the move to cover more of Jigglypuff's body, it significantly decreases its range, as the position of the hitboxes was not fully compensated (z offset: 2.0/-0.4/0 → -12/-8/4). As a result, the move is now only slightly disjointed, rather than having an enormous disjoint, making it a much less effective spacing tool.
    • Nerf It has more ending lag (FAF 31 → 33).
    • Nerf It has decreased knockback scaling (100 → 90).
  • Up aerial:
    • Buff Up aerial has less startup lag with a longer duration much like itsSmash 64 counterpart (frames 9-12 → 8-16), and it has less ending lag (FAF 38 → 37).
    • Change It now has three smaller hitboxes rather than one large hitbox (5.6u → 4u/4u/4u). This gives it less vertical range, and a much smaller disjoint, but makes it more effective at hitting opponents on the ground when landing with it.
    • Change Its angle has been altered (90° → 88°).
    • Nerf It deals less damage (12% → 9%). This hinders its KO potential, while the changes toBrawl's physics also significantly hinder its combo and juggling potential.
  • Down aerial:
    • Buff Down aerial is now capable oftripping opponents at higher percents. Combined with the move's ability to auto-cancel in a short hop, this improves its setup potential. It also deals more total damage (14.74% → 16%) due to the changes tostale-move negation.
    • Buff It has bigger hitboxes (≈4.3u/≈5.1u → 5u/6.3u).
    • Change With the introduction of multipliers forhitlag andSDI inBrawl, down aerial has received a below-average hitlag multiplier (0.8×), but an above-averageSDI multiplier (1.2×). This makes SDI more effective against the move, but gives opponents less time to execute it.
    • Nerf It has even more landing lag than the non L-cancelled version inMelee (25 frames → 30), with no way to shorten it. As such, it now has enormous landing lag when not autocancelled, making it virtually useless when failing to do so.

Throws/other attacks[edit]

  • Grabs:
    • Buff Standing and dash grabs have less startup (frame 7 → 6 (standing), frame 12 → 11 (dash)) and ending lag (FAF 31 → 30 (standing), FAF 41 → 40 (dash)). They also have altered hitboxes which give them more range overall.
  • Pummel:
    • BuffPummel has less endlag (30 → 20 frames).
  • Forward throw:
    • NerfForward throw deals less damage (12% → 10%), and its first hit no longer overrides the throw itself, severely decreasing the move's knockback (40 (base)/110 (scaling) → 100/30) and giving it a higher angle (361° → 55°) against grabbed targets as a result. This significantly worsens its edgeguarding and KO potential, going from the second strongest forward throw inMelee to among the weakest inBrawl.
  • Back throw:
    • Change It releases opponents one frame later at normal speed (frame 25 → 26). This has essentially no effect.
  • Up throw:
    • NerfUp throw deals less damage (11% → 10%) and knockback (130 (base)/25 (scaling) → 110/30). While this would make it better for combos, the universally decreased falling speeds and the introduction of hitstun canceling have completely removed its combo potential, including thespace animal slayer.
    • Change It releases opponents one frame later at normal speed (frame 8 → 9). This has essentially no effect.
  • Down throw:
    • BuffDown throw now consists of only one hit right before the throw, instead of five hits as Jigglypuff rolls on the opponent. However, the move still deals more total damage (1% (hits 1-4)/3% (hit 5)/2% (throw) → 4% (hit 1)/6% (throw), total damage: 9% → 10%).
    • Buff The pre-throw hit's higher base damage (3% → 4%), combined with an increased knockback scaling (100 → 130) make it deal more knockback to bystanders. It's also more likely to hit them due to its larger hitbox (≈4.7u → 6u).
    • Change Since the throw itself deals more damage (2% → 6%) with no compensation on knockback, it deals considerably more knockback overall. However, it is still not enough to KO at reasonable percents.
  • Floor attack:

Special moves[edit]

  • Rollout:
    • Buff Rollout no longer causeshelplessness when used in the air.
    • Buff Rollout has much less recoil when hitting an opponent, reducing the chance of Jigglypuff SDing when hitting an opponent near an edge.
    • Buff Jigglypuff can now slow down in the air by inputting in the opposite direction, reducing the chances of rolling offstage and SDing.
    • Nerf Grounded Rollout has considerably lower knockback scaling (120 → 100) and launches at a higher angle (20° → 30°), noticeably hindering its KO potential.
    • Change Jigglypuff does not vocalize during Rollout until it is fully charged.
  • Pound:
    • Nerf Pound deals less damage (13% → 11%), hindering its KO potential.
    • Nerf It has more startup (frame 12 → 13).
    • Nerf It cannot be angled as much in the air.
  • Sing:
    • Buff Sing now counts as three separate hitboxes rather than one hitbox which respawns three times. This means that if the opponent shields the first wave, they can now get hit by the other waves.
    • Nerf Sing has more startup with more gaps between the hits, with its first two waves having shorter durations as well (frames 28-35, 69-76, 113-125 → 29-33, 73-77, 122-134), and now triggerscounterattacks. It can also no longer reset the sleep duration of an alreadyasleep opponent, preventing it from being used to indefinitelystall them out.
      • Buff Though since the move's FAF is unchanged, it effectively has less ending lag, especially considering the opponent must now shield all 3 hits to avoid falling asleep.
    • Buff Sing has larger hitboxes (≈10.9u (hits 1+2)/≈12.9u (hit 3) → 13u/16u).
    • Nerf Due toBrawl's new sleep duration formula, the amount of time Sing puts opponents to sleep for is different. Overall, Sing puts opponents to sleep for less time, especially if Jigglypuff is ahead in stocks, though the sleep duration reduction is mitigated slightly if Jigglypuff is behind in stocks. Mashing is also 33% more effective at reducing sleep duration, further weakening the move's sleep time. SeehereMedia:SingSleepFramesMeleeBrawl.png for comparison.
    • Change Its soundwaves are now only yellow instead of being colorful. Jigglypuff also now opens its eyes once the song is over instead of opening them at the last part of the song.
  • Rest:
    • Buff Instead of using theflame effect, Rest applies aflower to the opponent, which causes much more damage (28% → 45%) if the opponent applies nobutton mashing. It also has one extra frame ofintangibility (frames 1-26 → 1-27).
    • Nerf It has more startup (frame 1 → 2), and deals significantly less initial damage (28% → 15%) along with dramatically less knockback (78 (base)/120 (scaling) → 100/75), greatly reducing its KO potential and overall utility.
    • Change Rest launches opponents at a vertical angle (361° → 88°), increasing its safety onstage if it KOs the opponent, but hindering its safety offstage and further reducing its KO ability near edges.
    • NerfBrawl's changes to hitstun, falling physics, and Jigglypuff's air mobility result in there being virtually no ways to combo into Rest anymore, significantly reducing its utility and making it much harder to land, despite a modest increase in hitbox size (1.953u → 2.6u). Combined with the move's dramatically reduced knockback, this turns one of Jigglypuff's strongest tools inMelee into one of its worst tools inBrawl.
    • Change In the Japanese language, Jigglypuff gained a new voice clip for performing Rest again; the move's voice clip fromMelee can still be heard when Jigglypuff isstunned, though it is difficult to hear due to breaking its shield usually causes aself-destruct.
  • Puff Up:
    • Change Jigglypuff now has aFinal Smash: Puff Up. Jigglypuff rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before quickly deflating back to its normal size.

Moveset[edit]

For a gallery of Jigglypuff's hitboxes, seehere.

 NameDamageDescription
Neutral attackJab (たたき,Thrash)
Continuous Jab (つづけてたたき,Continuing Thrash)
3%Two very quick, yet extremely short ranged slaps. Good for jab locking. Active on frames 5-6.
3%
Forward tiltRolling Kick (まわしげり,Roundhouse Kick)10%A spin kick. Short ranged. Can be angled, with no difference to damage. Can KO at the ledge at 141%.
Up tiltBack Kick (うしろあしげり,Back Leg Kick)9% (clean), 8% (late)Lifts its foot behind it, attacking upward. The clean hit only hits behind Jigglypuff, while the late hit can hit in front, albeit with minimal range. Active on frames 9-13. Good knockback, KOing from the ground at 126%.
Down tiltLeg Sweep (あしばらい)10%Ducks down and sticks its foot out. Has average start-up (hitting on frames 10-12) and ending lag, but decent range for Jigglypuff. Mid-low knockback, cannot combo or KO effectively.
Dash attackJiggly Ram (ダイビング,Diving)12% (clean), 8% (late)Leaps forward with a headbutt. Hits on frame 5-15. KOs at 110% at the ledge, and 149% from the center ofFinal Destination.
Forward smashLunge Kick (とびこみげり,Plunge-In Kick)16% (clean),13% (late)Slides forward while sticking its foot out. Short duration, but average startup (first hitting on frame 16) and ending lag, and deals strong knockback, KOing uncharged at 110% and fully charged at 70% from the center of Final Destination.
Up smashHeadbutt (ずつき)15% (head),13% (body)Headbutts upward. Works well with theDACUS, which greatly enhances Jigglypuff's slow ground game, as it allows it to attack from a distance, with the up smash being a powerful vertical finisher. Active on frames 16-19.
Down smashJiggly Split (りょうあしげり,Both-Feet Kick)12%Puffs downward, kicking to both sides. Has short range, but deals decent knockback and launches at a perfectly horizontal angle, putting opponents in inconvenient places to recover. Active on frames 14-15.
Neutral aerialJigglypuff Kick (プリンキック,Purin Kick)10% (clean), 6% (late)Sticks its foot out, shrinking in on itself a little. A very longsex kick. KOs at 145% at the ledge.
Forward aerialFront Kick (まえげり)12%/10% (clean), 6% (late)Dropkicks forward. The clean hit's sweetspot is located closer to Jigglypuff, and is a decent finisher, KOing at 86% at the ledge and 122% from the centre of Final Destination. Active on frames 8-20.
Back aerialSpinning Back Kick (うしろげり,Back Kick)12%A spin kick behind itself. Good forWall of Pain andstage spiking, but KOs later compared to forward aerial. KOs at 132% at the ledge.
Up aerialClean Sweep (なぎはらい,Mow-Down)9%Waves one arm above itself. Has a long duration (frames 8-16), but a small hitbox. Low knockback up to 100% gives it decent combo ability. Cannot KO from the ground until 170%.
Down aerialSpinning Kick (かいてんげり,Rotating Kick)2% (hits 1-8)A spinning drill kick. Can cause tripping, allowing it to lead intoRest. All hitsmeteor smash grounded opponents, keeping them in place, while sending aerial opponents at asemi-spike angle. First hit starts on frame 5.
GrabGrab (つかみ)Hooks the opponent with its left arm. Low range.
PummelGrab Punch (つかみパンチ)3%Slaps with its tuft of hair. Slow but highly damaging for a pummel.
Forward throwBumper (バンパー)5% (hit 1), 5% (throw)Puffs once, launching the opponent forward. Has very high base knockback, but very low knockback scaling.
Back throwBrain Buster (ブレーンバスター)10%Back suplexes the opponent. Has similar knockback to forward throw.
Up throwTornado Throw (たつまきなげ)10%Spins once and throws the opponent up. Decent finisher near the topblast line. Jigglypuff's only throw that can KO inSudden Death.
Down throwGrinder (ぐりぐり,Grinding)4% (hit 1), 6% (throw)Rolls back and forth on the opponent.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 6%Spins its legs around while getting up, kicking in front and behind it. Short ranged.
Floor attack (back)
Floor getups (back)
 6%Spins its legs around while getting up, kicking in front and behind it. Short ranged. Makes aRollout sound.
Floor attack (trip)
Floor getups (trip)
 5%Spins on its head and kicks around itself.
Edge attack (fast)
Edge getups (fast)
 6%Flips up and kicks.
Edge attack (slow)
Edge getups (slow)
 6%Slowly gets up and spins on both sides of itself.
Neutral specialRollout8-18%Charges up, and then rolls at opponent. Damage, velocity, and knockback determined by charge time.
Side specialPound11%Punches forward, giving Jigglypuff some horizontal momentum. Launches opponents either upward if hit close to Jigglypuff, or at a reverse horizontal angle if hit with the tip of its arm, and deals highshield damage. In midair, it can be aimed vertically, allowing it to significantly aid Jigglypuff's recovery if used repeatedly.
Up specialSing5% (SSE)Sings to produce up to three consecutive musical waves, which put close opponents to sleep. Can only affect grounded opponents. Enemies inThe Subspace Emissary take damage from the waves instead.
Down specialRest15%Takes a nap, producing a hitbox at the center of its body for one frame and undergoing a brief period ofintangibility. It is active on frame 2, making it the fastest attack in Jigglypuff's arsenal, and deals powerful knockback, KOingMario at 67% from the ground andKing Dedede at 87%. However, it has very short range and an extremely long duration of 249 frames (more than 4 seconds), leaving it very punishable if it misses or fails to KO the opponent.
Final SmashPuff Up17%Slowly puffs up. At the apex of the move, any characters touching Jigglypuff will be pushed away, then launched horizontally as it deflates.

Stats[edit]

Data.pngThis article or section may require additional technical data.
The editor who added this tag elaborates:Needs short hop and double jump heights
You can discuss this issue on thetalk page oredit this page to improve it.
StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump heightEmpty landing lag
Value681.4 – Initial dash
1.1 – Run
0.70.07180.03751.2690.05 – Base
0.08 – Additional
0.050560.98 – Base
1.372Fast fall
619.79264911 - Base
? -Short hop
?3

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

Wii Remote selection sound[edit]

  • Jigglypuff makes a bouncy noise and shouts.
Jigglypuff's selection sound

On-screen appearance[edit]

  • Comes out of a Poké Ball, then does a short, bouncy dance.
JigglypuffOnScreenAppearanceSSBB.gif

Taunts[edit]

  • Up taunt: Spins on one leg around and says "Jigglypuff" while puffing up a little.
  • Side taunt: Spins very fast on one leg then stops and has its arm pointed upward while looking in the direction it's pointing.
  • Down taunt: Waves its arms up and then flattens and floats down, similar to Jigglypuff's "faint" animation in battles in the home consolePokémon games.
Up tauntSide tauntDown taunt
JigglypuffUpTauntBrawl.gifJigglypuffSideTauntBrawl.gifJigglypuffDownTauntBrawl.gif

Idle pose[edit]

  • Turns to look towards the left and then returns to normal position.
Jigglypuff Idle Pose 2 Brawl.png

Crowd cheer[edit]

Cheer (English)Cheer (Japanese)Cheer (German)Cheer (Korean)
Cheer
DescriptionJig - gly - puff!Pu - ri - n!Pu - mme - luff!
Cheer (French)Cheer (Italian)Cheer (Spanish)
Cheer
DescriptionRondoudou !Jigglyyy - Puuuff!Jigglypuff!Puu - rin!

Victory poses[edit]

An excerpt from the main theme of thePokémon series.
  • Up: Jumps up two times, then does an aerial flip.
  • Left: Attempts to bounce up, but ends up on its back.
  • Right: Rests, then wakes up for a split second before resting again.
UpLeftRight
Jigglypuff-VictoryUp-SSBB.gifJigglypuff-VictoryLeft-SSBB.gifJigglypuff-VictoryRight-SSBB.gif

Incompetitive play[edit]

Most historically significant players[edit]

See also:Category:Jigglypuff players (SSBB)
  • France C7A - The only solo Jigglypuff player to reach notable success with the character, placing 33rd atBushido Brawl Impact, tied for Jigglypuff's highest placing at a major. Considered the best Jigglypuff player in Europe and was considered to be one of the best Jigglypuff players in the world.
  • USA Dapuffster - Was considered the best Jigglypuff player in the world, placing 33rd atPound 4, tied for Jigglypuff's highest placing at a major. He was one of the few good enough to gain recognition as a Jigglypuff player purely off his abilities. Living in the murderously strongTristate Area, however, he was never a PR contender, and he would eventually drop Jigglypuff forDiddy Kong.
  • USA Hungrybox - While he never remotely approached his level of greatness inMelee, he was a respectable player inBrawl despite using the drastically nerfed Jigglypuff and not having much practice in the game, being good enough to once get ranked on theFlorida Power Rankings using Jigglypuff alongsideKing Dedede. Even when accounting for multi-character usage, no other player ever got ranked on a high-levelBrawl PR using Jigglypuff.

Tier placement and history[edit]

Jigglypuff has always been seen as one of the worst characters inBrawl; right away, players noticed its significant nerfs to key attributes, and its terrible transitioning intoBrawl's physics and gameplay changes. Over the years, despite Jigglypuff's still strong aerial game, air camping abilities, and recovery, metagame developments for Jigglypuff were startlingly barren. Jigglypuff was also perhaps the most unpopular character inBrawl competitive play, lacking the dedicated playerbase other low tier characters had, having barely any notable players, and was a very rare sight at even low-level local tournaments with casual players. Jigglypuff's abysmal matchup spread further compounds this, with nearly all top- and high-tiered characters having multiple options to combat its abysmal approaches and overwhelm it in return. As such, Jigglypuff has always been ranked among the four worst characters in the game in all iterations of the BBR's tier list. Some players even believed Jigglypuff, rather thanGanondorf, was the worst character in the game, since the latter at least possesses a fearsome punish game and Ganondorf players have achieved notably better results despite his perceived overall worse matchup spread. In fact, the Japanese playerbase ranked Jigglypuff as the worst character ontheir tier list, though the BBR did not follow suit in their finalBrawl tier list, instead ranking Jigglypuff as the third worst character, above Ganondorf andZelda.

In Solo Modes[edit]

Classic Mode[edit]

In Classic Mode, Jigglypuff can appear as an opponent or ally in Stage 3 if it has been unlocked along withPikachu,Pokémon Trainer, andLucario onPokémon Stadium 2 orSpear Pillar (with the latter available if it has been unlocked). Jigglypuff can also appear as an opponent in Stage 11, but only if it hasn't appeared in Stage 3.

All-Star Mode[edit]

In All-Star Mode, Jigglypuff is fought in Stage 18 alongsidePikachu,Pokémon Trainer, andLucario onPokémon Stadium 2 orSpear Pillar (with the latter only available if it has been unlocked).

Event Matches[edit]

Solo Events[edit]

Co-Op Events[edit]

Congratulations Screens[edit]

  • Classic Mode

    Classic Mode

  • All-Star Mode

    All-Star Mode

Role inThe Subspace Emissary[edit]

Jigglypuff inSSE.

Jigglypuff is an optional character in The Subspace Emissary, much likeToon Link andWolf, who consequently does not have a role in the story.

To unlock it, first the player must complete The Subspace Emissary, whereupon an extra door inThe Swamp can be found that links toPokémon Stadium 2, where Jigglypuff is performing a song. Jigglypuff is then fought and, if defeated, is unlocked (if not already unlocked) and joins the player's party.

Exclusivestickers[edit]

These stickers can only be used by Jigglypuff or a select few including it.

  • Charizard: [Arm, Leg] Attack +10
  • Deoxys: [Slash] Attack +10
  • Entei: [Flame] Attack +20
  • Goldeen: [Leg] Attack +4
  • Groudon: [Flame] Resistance +14
  • Gulpin: [Electric] Attack +16
  • Jigglypuff: [Body, Spin] Attack +31
  • Jirachi: [Arm, Leg] Attack +7
  • Meowth: [Slash] Attack +5
  • Metagross: Launch Resistance +23
  • Mew: [Body, Spin] Attack +4
  • Moltres: [Flame] Attack +20
  • Pokémon Trainer: [Arm, Leg] Attack +13
  • Staryu: [Specials: Direct] Attack +3
  • Togepi: [Body, Spin] Attack +11
  • Torchic: [Flame] Attack +8
  • Weavile: [Slash] Attack +5

Trophies[edit]

Jigglypuff's main andFinal Smash trophies can be obtained by clearingClassic Mode andAll-Star mode respectively with it.

Classic Mode trophy
Jigglypuff
A Balloon Pokémon. It invites opponents in close with its big, round eyes, then puts them to sleep with a calming song. The secret to the song's unfailing efficacy is Jigglypuff's ability to sing on the wavelength that will make its opponent the sleepiest. It also uses Attract to infatuate opponents who touch it. It uses a Moon Stone to evolve intoWigglytuff.
Game Boy:Pokémon Red/Blue
Nintendo DS:Pokémon Diamond/Pearl
Puff Up trophy
Puff Up
Jigglypuff's Final Smash. It wills its body to get bigger and bigger and bigger. It can't move, and it can't attack--all it can do is get bigger while everyone else looks on. However, it's invulnerable, and it overpowers all attacks to gradually push its opponents off the screen. It's a very simple technique, but how it's used determines its effectiveness.
Wii:Super Smash Bros. Brawl

Alternate costumes[edit]

Jigglypuff Palette (SSBB).png
Jigglypuff (SSBB)Jigglypuff (SSBB)Jigglypuff (SSBB)Jigglypuff (SSBB)Jigglypuff (SSBB)

Gallery[edit]

Trivia[edit]

  • Masahiro Sakurai stated that Jigglypuff, along withToon Link andWolf, were almost cut fromBrawl due to time constraints and their late consideration for inclusion in the game, hence why they are excluded from and cannot be unlocked while playing through the mainSubspace Emissary story.[1]
    • Likely because of its late inclusion, there is an oddity with thecharacter selection screen in The Subspace Emissary. While all other characters are ordered by when they joined theSmash series (minusZero Suit Samus due to sharing a slot withSamus), Jigglypuff is grouped with the other late-inclusions following the initialBrawl newcomers rather than with theSuper Smash Bros. veterans.
  • In the American and PAL versions, Jigglypuff has only twoKO screams — one for aStar KO and another for a normal KO. Jigglypuff is the only character inBrawl to have only a single blast line KO clip.
  • Jigglypuff's official artwork is nearly identical to itsMelee artwork. The only difference is that its arms are pointed slightly inward rather than outward.
  • In the Japanese version ofBrawl, Jigglypuff has some additional voice clips that don't have equivalents in the American/PAL versions:
    • Jigglypuff vocalizes when using its first jump.
    • Jigglypuff contains two soft-damage yells and two hard-damage yells, the latter being used in thenext game.
    • Jigglypuff uses two different voice clips when getting KO'd past theblast lines.
  • One voice clip, involving Jigglypuff screaming "Jiggly!", can be heard in thesound test, but is not used at all in the game.
  • Brawl is the onlySuper Smash Bros. game in which Jigglypuff does not have its iconic bow as one of its costumes.
  • Jigglypuff andMr. Game & Watch are the only veterans who can no longer become helpless via any of their special moves in their transitions fromMelee toBrawl. Their helpless animations, which are carried over fromMelee, can be seen briefly during theirair dodge animations.
  • Jigglypuff, along with Diddy Kong, Pokémon Trainer, and the Ice Climbers, are the only characters inBrawl that do not clap in theResults screen after losing or at the No Contest screen.
  • Jigglypuff is the only character to have a slightly differentdamage meter portrait than their official artwork. The official artwork has it standing upright while the damage meter portrait has it tilted.
  • Jigglypuff's trophy description states that it usesAttract to infatuate opponents who touch it, which is incorrect. Attract is a status move that causes infatuation, whileCute Charm is an ability that causes infatuation on physical contact, and one which Jigglypuff can have.
  • A computer-controlled Jigglypuff will repeatedly usePound when it uses all its jumps, but doesn't get back to the stage.

External links[edit]

References[edit]


v • d • e
Fighters inSuper Smash Bros. Brawl
VeteransBowser ·Captain Falcon ·Donkey Kong ·Falco ·Fox ·Ganondorf ·Ice Climbers ·Jigglypuff ·Kirby ·Link ·Luigi ·Mario ·Marth ·Mr. Game & Watch ·Ness ·Peach ·Pikachu ·Samus ·Yoshi ·Zelda /Sheik
NewcomersDiddy Kong ·Ike ·King Dedede ·Lucario ·Lucas ·Meta Knight ·Olimar ·Pit ·Pokémon Trainer (Charizard ·Ivysaur ·Squirtle) ·R.O.B. ·Snake ·Sonic ·Toon Link ·Wario ·Wolf · (Zero Suit Samus)
v • d • e
Pokémon (universe)Pokémon universe
FightersPikachu (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Jigglypuff (SSB ·SSBM ·SSBB ·SSB4 ·SSBU) ·Pichu (SSBM ·SSBU) ·Mewtwo (SSBM ·SSB4 ·SSBU) ·Pokémon Trainer (SSBB ·SSBU) ·Squirtle (SSBB ·SSBU) ·Ivysaur (SSBB ·SSBU) ·Charizard (SSBB ·SSB4 ·SSBU) ·Lucario (SSBB ·SSB4 ·SSBU) ·Greninja (SSB4 ·SSBU) ·Incineroar (SSBU)
BossRayquaza
StagesSaffron City ·Pokémon Stadium ·Poké Floats ·Pokémon Stadium 2 ·Spear Pillar ·Unova Pokémon League ·Prism Tower ·Kalos Pokémon League
ItemsPoké Ball ·Master Ball
Poké Ball PokémonAbomasnow ·Abra ·Arceus ·Articuno ·Beedrill ·Bellossom ·Bewear ·Blastoise ·Bonsly ·Celebi ·Chansey ·Charizard ·Chespin ·Chikorita ·Clefairy ·Cyndaquil ·Darkrai ·Dedenne ·Deoxys ·Ditto ·Eevee ·Electrode ·Entei ·Exeggutor ·Fennekin ·Fletchling ·Gardevoir ·Genesect ·Giratina ·Gogoat ·Goldeen ·Groudon ·Gulpin ·Hitmonlee ·Ho-Oh ·Inkay ·Jirachi ·Keldeo ·Koffing ·Kyogre ·Kyurem ·Latias & Latios ·Lugia ·Lunala ·Manaphy ·Marill ·Marshadow ·Meloetta ·Meowth ·Metagross ·Mew ·Mimikyu ·Moltres ·Munchlax ·Onix ·Oshawott ·Palkia ·Piplup ·Porygon2 ·Pyukumuku ·Raichu ·Raikou ·Scizor ·Snivy ·Snorlax ·Solgaleo ·Spewpa ·Starmie ·Staryu ·Suicune ·Swirlix ·Tapu Koko ·Togedemaru ·Togepi ·Torchic ·Unown ·Venusaur ·Victini ·Vulpix ·Weavile ·Weezing ·Wobbuffet ·Xerneas ·Zapdos ·Zoroark
EnemiesChandelure ·Cryogonal ·Gastly ·Koffing ·Petilil
OtherCharmander ·Cresselia ·Dialga ·Porygon ·Registeel ·Reshiram ·Team Rocket ·Zekrom ·List of Pokémon
Trophies,Stickers andSpiritsTrophies (SSBM ·SSBB ·SSB4) ·Stickers ·Spirits
MusicBrawl ·SSB4 ·Ultimate