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A Super-Effective Pound - A Guide to Smash 4 Jigglypuff!

Game Versions
Smash 3DS
History:
When it comes to Smash, Jigglypuff seems to be either really good or really bad. Jigglypuff, in Smash 64, was a C-tier character as of today. I didn't play much or watch much competitive Smash 64, so I don't know much about his game. Jigglypuff in Melee was, to my surprise the first time I saw it, was among the top 5. Jigglypuff was found to have an incredible air game, most seen by 1 of the top players of the world, hungrybox. Not to mentrion, Rest was decently accurate and so deadly at the time. One rest at an incredibly small percentage sends you flying across the stage. To this day, Jigglypuff is number 5, only beaten by Marth, Shiek, and the Spacies of Melee.

Then Brawl happened. I have actually never played competitive Brawl except with my brother, and back then, I thought Jigglypuff was rather decent, despite it's uncalled hate considering her bad. Nitherless, Jigglypuff sank from High-tier, ALLLL the way to low-tier. Amussing that she went from hero to zero, right? She's lost a majority of her air-game, and with the change to physics, Rest was less accurate. poor Jigglypuff...

So what lurks inside for the likes of modern Jigglypuff? Has she improved from her defenseless state from brawl, or stayed the same making another depressing scene? Here, I have put together a guide to show how a Jigglypuff can function in the likes of Smash 4.

Warnings to Readers:
-This guide is based off my and ONLY my experiences towards Jigglypuff and my experiences in For Glory Mode, CPUs, and the few matches against friends. Expect a guide off my version of Jigglypuff, instead of a regular Jigglypuff if there is one. Regardless, most of the experience I've had has been most positive, winning tons of For Glory matches and other games, so you are learning off a good Jigglypuff.

-Most of Jigglypuff's percent given by attacks were tested off Smash 4's training mode, just on the offchance that the creators didn't change SSBB's training room functions, whereas certain moves have different effects.

-The "Combo Potential" sections lists combos that start with the move being communicated about, so no one gets confused about that. The "Combo Potential" sections also do not list all the possibilities of what that move can do in terms of combos, only really noticable ones or ones worth mentioning.

-The following guide has been worked on my iPad, meaning I don't know how to add pictures and videos using this tool. I would have to upload videos and (maybe) pics on some sort of comupter.

Basic Moves, Opinions, Percents, and Combos:
Tilts
Side Tilt
Description: Jigglypuff spins and does a small kick on the ground.
Percent: 10%
Combo Potential:
-At Average Percent:
Side Tilt -> Dash Attack
Opinion: Because this is the 3DS, I tend to use this move on accedent. Don't get me wrong it's still good and then leads to some other attack, but not upon Jigglypuff's best options.
Up Tilt
Description: Jigglypuff does a small kick pointing skyward.
Percent: 9%
Combo Potential:
-At Very Minor Percent:
Up Tilt -> Rest
Opinion: I actually don't use this move at all, before I wrote this guide. Once I discovered it's beautiful potential with Rest, it's definitley something to look foward to in terms of comboing. Though, I'd personally do it when your at a very low percent so that you can survive the next charged smash attack your opponent decides to use.
Down Tilt
Description: Jigglypuff does another small kick while ducking.
Percent: 10%
Combo Potential:
-At Minor Percent:
Down Tilt -> Dash Attack
-At Minor Percent: Down Tilt -> Short Hop -> FAir
Opinion: All of Jigglypuff's tilts aren't what I call something to use efficiently, and down tilt is no different. Not that Jigglypuff's tilts are bad, it's just 90% of the time I lean more on Jigglypuff's air game than ground game.
Jabs
Description: Jigglypuff does a small punch, and then a second one when pressed again.
Percent: 3% per punch
Combo Potential:
-At Almost Any Percent: Double Jab -> Dash
-At Almost Any Percent: Double Jab -> Short Hop -> FAir
Opinion: Another ground move I use only use on occasion. It's nice for when you when you want an immediate attack to then follow up by another. It's kind of like Yoshi's jab, only I don't use it as much.
Dash Attack
Description: Jigglypuff rams her head foward, which has higher length than her running speed.
Percent: 8-12%, depending on when you do the attack and how far you were from your opponent.
Combo Potential: none seen yet.
Opinion: It does nice damage and is sometimes your K.O. or "send flying" option when you need it to. If this only sent your opponent flying, you can follow up by chasing after them and then hitting them with an aerial to finish them off.
Smashes
Side Smash
Description: Jigglypuff does a long kick sliding a bit across the stage.
Percent: 15% when uncharged, 21% when fully charged.
Combo Potential: none seen yet
Opinion: If you're not trying to get your opponent off the stage using as much aerials as you can, then you're finishing your opponent with this move. This is Jigglypuff's best option for a kill move on the ground. Making a quick assumption, this move should kill nearly around 120%.
Up Smash
Description: Jigglypuff moves / rams her head skywards to launch the opponent north.
Percent: 12-14% when uncharged, 16-19% when fully charged.
Combo Potential: none seen yet
Opinion: Jigglypuff's worst of the 3 smash attacks, but still decent. That's all I gotta say for it.
Down Smash
Description: Jigglypuff spins, preparing to kick both it's legs doing "the split".
Percent: 11% when uncharged, 15% when fully charged
Combo Potential: none seen yet.
Opinion: Jigglypuff's smashes, I personally think, were never meant to combo. They're more like finishers than they are starters. Jigglypuff's down smash sends opponents flying below the solid layer of the stage, making it easier for you to hit them with an aerial to finish their stock. Overall, a nice way so send opponets downwards.
Specials
Up-B
Description: Jigglypuff uses Sing, making the opponent fall asleep for a few seconds when in very close contact with the move.
Percent: 0%
Combo Potential: none seen yet
Opinion: In Previous iterations of Smash, Sing was one of the worst moves in the game, having a low range and the opponent quickly getting up and then pounding you.In Smash 4, it's a bit better. The more percent your opponent has and if you successfully pull off rest, then your opponent will sleep longer, giving you more time to land a charged smash attack or maybe a rest. Even with this buff, I still think you have better options. If your opponent has 120%, a smash attack (foward smash, most specifically) or Jigglypuff's backair, should do you the trick. If your opponent is nearly at 50%, Rest OoS has more of a chance.
Side-B
Description: Jigglypuff b**chslaps slaps the opponent.
Percent: 11%
Combo Potential: none seen yet
Opinion: This move may look weak, but it's actually pretty good. It sends the opponent in a nice upward direction setting up for a follow up to an aerial. It can also be used as kind of like a fake out to hit the opponent and then run to set up the next attack. In Melee, this move could be used for more vertical recovery. I don't think that works in Smash 4, but it works for more horizontal recovery when needed.
Down-B
Description: Jigglypuff sleeps for a couple of seconds. If an opponent is very close when using this move, they'll get sent upwards with major knockback..........wait, what?
Percent: 20%. A flower also appears on thier head causing more damage.
Combo Potential: none seen yet.
Opinion: I really need to ask, what made Sakurai decide that Rest, a healing move in the pokemon games, should be a KILLING MOVE OF DESTRUCTION!? Seriously, when your opponent is at nearly 50% and you time this move just right, it'll send them flying to the skies, possibly getting a stock depending on the character's weight. I've heard few people say this is the most broken move in Smash. I'll agree with that.
Guys trust me, it is so much fun to see your opponent rolling into the exact spot where you are, and then send them flying with rest. I love predictions like that!
Neutral B
Description: Jigglypuff's Rollout: by holding B, you can charge this move for maximum power, and Jigglypuff will roll at a speed and power depending on how long you held the button. This moves maximum power is reached when held for only a second. You are able to turn around twice at most per rollout.
Percent: 6% when charged to minimum damage, 14% when charged to maximum damage.
Combo Potential: none seen yet
Opinion: I'd say this move is decent only at certain times, say when Ike charges his side-b and fails to hit you or when Little Mac charges his neutral b (that's not the K.O. uppercut) and fails to hit you. Use this move when the oppertunity strikes. Also, don't simply press the button, esspecially off the edge. This will leave you vulnerable.
Aerials
Now we get to the good stuff!
FAir
Description: Jigglypuff uses both legs to kick the opponent in the direction sent.
Percent: 9%
Combo Potential:
-At Almost Any Percent (While in the air):
FAir -> FAir
Opinion: Jigglypuff's Aerials are what make her great, and her FAir is definitley no exception. Using moves like these, esspecially off the edge, are what you're going to do for the majority of Jigglypuff's moveset.
Back-Air
Description: Jigglypuff turns around 360 degrees and back-kicks (a lot of Jigglypuff's aerials are kicks, FYI)
Percent: 13%
Combo Potential: none seen yet
Opinion: This is one of Jigglypuff's more stonrger aerials that can even be used as a kill move when the opponent is at the right percent. Though for comboing, you'd best be sticking to other aerials.
Up-Air
Description: Jigglypuff sends her arm up in the air, making the opponent launch an upward direction.
Percent: 9%
Combo Potential:
-At Almost Any Percent (While in the air):
Up-Air -> Up-Air -> another aerial.
Opinion: It's nice for when your opponent is up in the air above the solid platform, because Up-air has a longer lasting hitbox than the other aerials, having more of a chance to get hit. It's the worst aerial option for when you want to use aerials to knock your opponent off the stage, because it sends the opponent flying upwards giving them a chance to grab the ledge again. Still, it's a decent move for when you want to keep your opponent in the air.
Down-Air
Description: Like Fox's down aerial in all games, Jigglypuff does a spining kick that has multiple hitboxes.
Percent: 1-2% per down kick, 14% when all down kicks hit.
Combo Potential: none seen yet
Opinion: Just another nice aerial, really. It's a good option for aerials off the edge. Although, this move can send the opponent left or right, not downwards. So be careful how you use it.
NAir
Description: Jigglypuff kicks with one leg in the air, keeping the other one back.
Percent: 11%
Combo Potential:
-At Average Percent:
NAir -> Dash Attack
Opinion: It's Jigglypuff's fastest aerial, kicking faster than his FAir, but has less knockback. Use this move off the edge when your opponent jumps attempting to grab the edge.
Grabs
Down Grab
Description: Jigglypuff....umm..."rubs his head" on the opponent, and the opponent is sent upwards.
Percent: 10%
Combo Potential:
-At Minor Percent:
Down Grab -> Up-Air
Opinion: Jigglypuff's best grab, as it's the grab with the most combo potential. Just more easier to set up other moves this way of grabbing.
Side Grab
Description: Jigglypuff knocks the opponent off by puffing her head.
Percent: 10%
Combo Potential: none seen yet
Opinion: Doesn't compare to down-grab.
Back Grab
Description: Jigglypuff flips herself, taking the opponent to the other side.
Percent: 10%
Combo Potential: none seen yet
Opinion: Doesn't compare to down-grab.
Up Grab
Description: Jigglypuff throws the opponent upwards.
Percent: 10%
Combo Potential: none seen yet
Opinion: I'm sorry but, doesn't compare to down-grab. It's just that down grab is the grab to go to whenever I play Jigglypuff. The grab I'm usually prone to do and the one whereas I'm prone to do something else afterwards. All the other grabs are decent, it's just down-grab, in my opinion, is better. Though, not giving the other grabs a full analysis, someone could easily prove me wrong in this part.

In General:
When playing Jigglypuff, you have to realize that her advantage is her air game, which is played beautifully in my opinion. Usually when playing Jigglypuff, the good thing is that you have a lot of OOS options (Out Of Shield), giving Jigglypuff versatility.

For example, when someone attempts to dash attack you, you shield, then then you have options. You can shield break (for those who don't know, it's just jumping out of shield, every character, even Yoshi, can do this in Smash 4) and then do some sort of aerial OOS. Or, if you're really ballzy, shield break then jump and then immediatley do Rest for a hilarious K.O. when the percentage is right.

When playing Jigglypuff, it's recrommended to play around Jigglypuff's Air game by coming close to the opponent, and doing a bunch of short hops followed by an aerial, fast-falling, and then shielding, and you do this a lot with Jigglypuff. More to fact, Shield is an important tool when playing with Jigglypuff. Although, don't hold that shield too long. Gezz man, you'll just kill yourself if you do. Jigglypuff gets sent flying towards the sky FAR and I MEAN FAR for all who didn't know before. This is esspecailly relevant when against Marth and Lucina, in which both have a neutral b which can break shields at full power.

So when on-foot, short hopping followed by an aerial is your best friend, though don't spam it to the point of predictability. You have grabs. You have down grabs. You can use them right after a shield. Use them! As a smash bros. character, you have more options. When off the edge, that's your chance to use your aerials to push your opponent off the edge! Though that's tricky since it's a little hard to know which aerial is right for the next hit off the stage. Though FAir is usually the most used option.

Videos:
Off my iPad: (0)
none
Videos off Youtube: (2)
I have just found this and this definitely seems like useful information. Apparently, there are a lot of times where you can punish a majority of moves simply by crouching and then short hop to rest. Take a look!

Also, we have this video which displays a match from a Smash 4 tournament with Jigglypuff up against Bowser Jr. In this video you can see at least the power of Jigglypuff's aerials.
Results:
Jigglypuff wins 2-0 against Bowser Jr., despite missing the rest one game.

Conclusion:
Jigglypuff, no matter what tier she is on, is at least better than that mess she was in Brawl. I personally don't know how much better, either by a lot or by a small portion, but Jigglypuff in my eyes, along with good ol' high tier Yoshi, have been my mains to go whenever I play to win most of the time on For Glory mode. Give Jigglypuff another chance, and you may not or just may be surprised at Jigglypuff's power!

I hope this guide has been of some help to you! Maybe I explained too much but having knowledge about every attack is most likely going to be a must. Have fun playing around with this character's high quality air game. From my perspective from Brawl to Smash 4, she's quite the kicking balloon.
Author
WinterShorts
Views
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First release
Last update
Rating
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More resources from WinterShorts

Latest updates

  1. Update: Percent on Rest (Down-B) / Opinion on Up-Air has been updated

    Another simple update: Percent on Rest has been changed, after realization that you get a...
  2. Update: Opinion on Sing (Up-B) has been updated.

    The move Sing (Jigglypuff's up-B) has been updated, giving what I think is at least a better...
  3. Update: 2 Videos are posted. - 10/21/14

    One video explains how Jigglypuff can crouch and avoid a lot of moves and then counter with a...

Latest reviews

you fail to go over a lot of combos, and i know youve had little time with puff and because of that you missed a lot of things about her moves that actually make her quite good, you also failed to say if the move was shieldsafe and how they should approach, and so on
Sweet guide! Descriptions are informative and everything's structured nicely. Having to click the spoilers every time was slightly annoying though. I think it should also be mentioned that Pound is a shield-breaking move.
And do you think it would be appropriate to note falling Up-Air into Rest as a combo? https://youtu.be/nuISnavIHho
As a Puff main, this guide is definitely very accurate and helpful!
Too many spoiler menus. takes a lot of clicking and scrolling to see everything. Also, no KO percents. It's okay, but not that special. The organization is what ruins it for me.
WinterShorts
WinterShorts
That was just an organization method I'd thought I'd try since someone else did it and I thought it was a good idea. I don't plan to do this kind of organization method for the next guide I make, even though it wasn't that bad to other people, and if K.O. percents were this important then I should take that into consideration. Thanks for the review though!
Pretty good but you seriously need to say that side b weakens shields by a lot
Not very informative and could use some cleaning up. No KO percentages, damage outputs or anything and is really more opinion based than fact based.
A nice organized review! One thing you could add is a separate spoiler tab for combos, that way they can be referenced quickly.
WinterShorts
WinterShorts
I was actually trying to make a Game and Watch guide that had that tip in mind. Though, I never really finished it since I thought I was losing potential in him and also thought that I did better as my main man Bowser. So most certainly I plan to do that in the next guide if I ever get to making another one.

Glad you enjoyed the guide!
Quite informative, maybe some spacing techniques?
Pound can't even be super effective on any pokemon unless it's an inverse battle you scrub
WinterShorts
WinterShorts
But in Smash, pound can be an extremely effective move, given the power to a lot of damage to your shield or send them flying preparing for a combo.

In that sense, you could say it was......super-effective. OoO
I'd just like to add (from personal experience) that, with quick enough flicks, it's possible to use Neutral-B to break a poor saps shield. It also has the potential to out roll counters at times; just don't try to turn back around too quickly. Finally, from my over-use of it, I find rollout doesn't always connect? I have absolutely no reason for it to do that, but this spot accuracy gives me a love/hate relationship with it, as it can either make or break a given situation.
awesome guide! Also: I hereby suggest that crouch->shorthopped Rest should be called "The Pouncing Tiger"
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