- Game Versions
- Smash 3DS, Smash Wii U
[Shoutouts to Hungrybox for the title.]
The Pink Demon is back once again and she's better than ever! Er... better than Brawl, at least. Waaaaay better.
Forward Tilt: 10%
Down Tilt: 10%
Up Tilt: 10%
Dash Attack: 8-12%
Side Smash (Uncharged through Charged): 15-21%
Up Smash: 12-19%
Down Smash: 11-15%
SIde Special (Pound): 11%
Up Special (Sing): 0%
Down Special (Rest): 20% + Flower
Neutral Special (Rollout): 6-14%
FAir: 9%
BAir: 13%
DAir: 1-2% for each kick; 14% total
Nair: 11%
FThrow: 10%
DThrow: 10%
BThrow: 10%
UThrow: 10%
Dash Attack: Her Dash Attack is very strong at the beginning, but weakens very quickly. It does a good amount of damage and has high knockback, if you manage to get the strong hit.
FTilt: A slow but resourceful attack. It has a little bit of end lag, but it can be used to end on-ground combos.
UTilt: One of Jiggs' most reliable combo starters. It has abysmal hitboxes in front of her, but if it hits, it can combo into many things, including Rest, but as stated earlier, it won't kill.
DTilt: A decent move. It’s kind of slow, but worth it if you can get the hit, it has good knockback if the opponent is on the edge.
Nair: Her Nair is amazing for playing a spacing game. The sour spot offstage makes it surprisingly easy to gimp people, especially people with mostly vertical recoveries, like Meta Knight. The strong hit has massive knockback, and it can kill from across the stage.
Fair: A very, very fair move (have I made that joke before?). It can lead to the Wall Of Pain, and is easy to combo due to the small knockback.
Uair: Good for juggling. It can kill at med-high percentages depending on the ceiling height.
DAIr: High landing lag, but it does good damage. Useful for gimping.
Bair: By far her best aerial. Has very high knockback, great damage, and amazing range. Decent end lag, but starts up extremely slow. It's her second best kill move. Every Jiggs main needs to learn how to use the BAir to their advantage.
Neutral B: Very... Odd move. Easy to dodge, but it has high knockback, and very disrespectful. It's rude to even start charging this move up, let alone getting a hit with it. (Pro tip for people playing against Jiggs: Don't shield the Rollout, jump over it, it's more unexpected and can lead to them rolling off the stage.)
Side B: Good kill move, and has high vertical knockback. It does immense damage to shields, so be sure to optimize Pound against shield spammers.
Up B: Now, some people mat think that this move is useless, but it isn't. The more damage your opponent has, the longer thy stay asleep. Useful for roll reads. It's especially good when you can ledge cancel it. (You can grab the ledge while singing.) Fun fact, the 3 sleep-boxes of Sing are the 1st, 3rd, and 4th notes that Jigglypuff sings.
Down B: What is there to say about Rest? Everything. I remember in the olden days, when no once knew what Rest did. The hitbox for Rest has increased immensely from Melee, and the killing power has increased from Brawl. It is by far her best kill move, and one of the most popular moves in smash history, right beside Falcon punch, the Knee of Justice, and Backslash. ( ͡° ͜ʖ ͡°)
Jew2King:
Hungrybox:
Raichu4U:
Well, that's all for now. I'll be sure to make updates if/when I find new information, or you guys tell me any errors that I need to fix. Thanks for reading!
The Pink Demon is back once again and she's better than ever! Er... better than Brawl, at least. Waaaaay better.
Overview
Jigglypuff is the lightest character in the game, and that is both good for her, and bad for her (at the same dang time!), so you have the learn to play her carefully. She has 5 (count 'em) mid-air jumps (tied with Kirby and Meta Knight), and she's the only character with an up special that doesn't help her to recover in any way. (Gasp!)
Pros & Cons
Pros
- Incredible, immaculate, aerial mobility.
- Can recover from basically anywhere offstage.
- Can break out of combos with almost no effort
- Tons of kill options
- Great out-of-shield options
- Good throws
- Can be killed easily, due to weight
- Slow smash attacks
- Can't recover using up special
- Subpar landing lag on most aerials
- Hard to master the use of up special in neutral
- Terrible against projectilists (I'm pretty sure this isn't a term, but characters who use projectiles), and swords(wo)men
- Dies instantly on a broken shield
Kill Options
Jigglypuff can kill with a lot of different moves. The top two kill moves she has are Rest (Down Special), and her BAir (Back Air). The other options, in no particular order, are NAir, UAir (Ceiling height dependent), Dash Attack, Up Smash, and Forward Smash.
Combos
Jigglypuff has a lot of combo opportunities and has a fair range of opponent damage on which to employ them, but, she doesn't have any supreme mega combos, but you can use a variety of moves in any situation, so what I've done is come up with an array of combo stubs/starters that you can use for a combo.
When opponent is below 30%
- Up Tilt > Rest [Note: This only works at super low percentages, and, I cannot stress this any more, NOT A KILL COMBO. There was only one time I have seen this kill: A Jigglypuff ditto where the combo-er had max rage and the combo-ee was at 20%, and if you could DI Rest, the combo-ee was holding up for his life.]
- Up Tilt > Nair
- Up Tilt > Dair
- Up Tilt > Up Tilt (Can juggle heavier characters)
- Up Tilt > Up Smash
- FAir > FAir
~30-80%
- Up Air > Rest
- FAir > Rest
- FAir > FAir (A very FAIR combo if you ask me ツ)
- SHFF FAir > Dash Attack
- SHFF Nair > Dash Attack
Damage Output
Forward Tilt: 10%
Down Tilt: 10%
Up Tilt: 10%
Dash Attack: 8-12%
Side Smash (Uncharged through Charged): 15-21%
Up Smash: 12-19%
Down Smash: 11-15%
SIde Special (Pound): 11%
Up Special (Sing): 0%
Down Special (Rest): 20% + Flower
Neutral Special (Rollout): 6-14%
FAir: 9%
BAir: 13%
DAir: 1-2% for each kick; 14% total
Nair: 11%
FThrow: 10%
DThrow: 10%
BThrow: 10%
UThrow: 10%
Moveset Analysis
Jab: Jigglypuff's jab is decent. It's very quick, and can be unexpected. I've seen a Jigglypuff interrupt an Up Special by a Fox with a jab, and the Fox fast fell to his doom.
Dash Attack: Her Dash Attack is very strong at the beginning, but weakens very quickly. It does a good amount of damage and has high knockback, if you manage to get the strong hit.
FTilt: A slow but resourceful attack. It has a little bit of end lag, but it can be used to end on-ground combos.
UTilt: One of Jiggs' most reliable combo starters. It has abysmal hitboxes in front of her, but if it hits, it can combo into many things, including Rest, but as stated earlier, it won't kill.
DTilt: A decent move. It’s kind of slow, but worth it if you can get the hit, it has good knockback if the opponent is on the edge.
Nair: Her Nair is amazing for playing a spacing game. The sour spot offstage makes it surprisingly easy to gimp people, especially people with mostly vertical recoveries, like Meta Knight. The strong hit has massive knockback, and it can kill from across the stage.
Fair: A very, very fair move (have I made that joke before?). It can lead to the Wall Of Pain, and is easy to combo due to the small knockback.
Uair: Good for juggling. It can kill at med-high percentages depending on the ceiling height.
DAIr: High landing lag, but it does good damage. Useful for gimping.
Bair: By far her best aerial. Has very high knockback, great damage, and amazing range. Decent end lag, but starts up extremely slow. It's her second best kill move. Every Jiggs main needs to learn how to use the BAir to their advantage.
Neutral B: Very... Odd move. Easy to dodge, but it has high knockback, and very disrespectful. It's rude to even start charging this move up, let alone getting a hit with it. (Pro tip for people playing against Jiggs: Don't shield the Rollout, jump over it, it's more unexpected and can lead to them rolling off the stage.)
Side B: Good kill move, and has high vertical knockback. It does immense damage to shields, so be sure to optimize Pound against shield spammers.
Up B: Now, some people mat think that this move is useless, but it isn't. The more damage your opponent has, the longer thy stay asleep. Useful for roll reads. It's especially good when you can ledge cancel it. (You can grab the ledge while singing.) Fun fact, the 3 sleep-boxes of Sing are the 1st, 3rd, and 4th notes that Jigglypuff sings.
Down B: What is there to say about Rest? Everything. I remember in the olden days, when no once knew what Rest did. The hitbox for Rest has increased immensely from Melee, and the killing power has increased from Brawl. It is by far her best kill move, and one of the most popular moves in smash history, right beside Falcon punch, the Knee of Justice, and Backslash. ( ͡° ͜ʖ ͡°)
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Notable Players/ Videos
Serynder: Jew2King:
Hungrybox:
Raichu4U:
Well, that's all for now. I'll be sure to make updates if/when I find new information, or you guys tell me any errors that I need to fix. Thanks for reading!