SSBM/Jigglypuff: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 1: Line 1:
==Introduction==
==Introduction==
Jigglypuff, known in Japan as Purin, is an unlockable character in Super Smash Bros. Melee from the Pokémon series, making a return from the original. Jigglypuff retains most of its moves from the past game, though with some modifications. Jigglypuff is 3rd place on the tier list, due to its incredible recovery, which is one of the best in the game, an extremely dangerous edgeguarding technique of the wall of pain, a powerful KO move that can easily be comboed into, and an overall great aerial game and metagame. Its floatiness also makes it the only character in the top tier who cannot be easily chaingrabbed, which is also aided by its small size. Regardless, Jigglypuff still has a slew of problems; its combination of being light and floaty makes it easier to KO than other characters, and it has a rather short wavedash, though the latter point is relatively moot since Jigglypuff spends most of its time in the air. Jigglypuff's options on the ground are also limited, because of its poor range and a lack of a projectile.
Jigglypuff is a cute orb that dominates in the air, possessing both the highest airspeed and air acceleration, as well as the slowest fall speed in the entire cast. Combined with access to powerful aerials and a staggering five consecutive midair jumps, the fragile puffball is hard to contest or even touch once she gets airborne. Even without a traditional Up-B recovery move, Jigglypuff can return to stage from ridiculous distances, often floating offstage for the deepest edgeguard or bouncing back irritatingly from what you thought was the end of the stock. <br>
With very light weight and a small frame, Jigglypuff is notoriously difficult to string together high damage combos against for many characters. Characters lacking the speed to catch up to a flailing Puff after a hit often resort to simply repositioning; risking a counterattack is simply not worth it. Jigglypuff's weight is a double-edged sword though: the unfortunate combination of being light and floaty makes Puff easier to KO than other characters. <br>
The penultimate tool cementing Jigglypuff as a top tier character is the move with the highest base knockback in the entire game, Rest. Setups or combos into Rest are a major part of any Puff player's gameplan. Jigglypuff's otherwise disappointing grounded moveset leaves much to be desired, but is far from useless: decent grab range, a very flat crouch that can low-profile and avoid many grabs and projectiles, devastating throw combos including the infamous Up-throw Rest and a seriously powerful F-Smash ensure Puff can still fight the old-fashioned way, although her sluggish run speed and short wavedash is not exactly helpful in this regard. <br>
With best-in-class air movement, satisfying kill setups and the exciting feeling of knowing you could evaporate at any moment, the cute pink ball is certainly unorthodox, but that might be exactly what you're looking for.


{{ ProConTable
{{ ProConTable
| pros=
| pros=
*
*<b>Can Fly:</b> Uncontested master of the air, and can tack on damage and edgeguard effectively with very little risk.
*<b>Can Glide:</b> Ridiculous recovery distance, and is also near impossible to conventionally edgeguard, especially for non-top tiers.
*<b>Can Murder:</b> Numerous setups into an instant-kill Rest in many matchups, strong kill moves, and terrifying edgeguarding capabilities.


| cons=
| cons=
*
*<b>Explodes:</b> Jigglypuff dies at lower percents to kill moves than other characters. Way, way lower percents.
*<b>Prefers the Air:</b> A grounded Puff is a sad Puff. Opponents and matchups adept at keeping Puff from taking flight will prove a challenge.
*<b>Slow Approach:</b> It can be difficult for Jigglypuff to take the initiative and attack head-on in a match. Most Jigglypuff gameplay is defensive, and responding to defensive play from a savvy opponent who has the stock lead is one of Puff's greatest challenges. Puff is much more suited to taking the lead early and holding on to it.
}}
}}


=="B" Moves List==
=="A" Moves Analysis==
===Move Analysis===
====Ground attacks====
=====Normal=====
*[[Neutral attack]]- Two fast jabs. The first hit does 2-3%, the second does 3-5%. The first hit, though low in range, has good enough hitstun to be L-cancelled into a grab, into a tilt, or into itself. The second hit is good for spacing.
*[[Forward tilt]]- Quick roundhouse spin, with foot extended. 10%, move gets stale very quickly.
*[[Down tilt]]- Quickly extends its foot downwards as a Drill Kick. 10%.
*[[Up tilt]]- Extends its foot upwards quickly. Surprisingly good at combos, can chain into it at low percentages, and at higher percentages it is a great setup for an aerial attack. 9%
*[[Dash attack]]- A generic dash attack, trips and falls head-first. Somewhat fast, but predictable. 12%
=====[[Smash attack]]s=====
*[[Forward smash]]- Does a small hop forward with foot extended. Minor startup and ending lag, but good finisher at higher %'s. 17% damage.
*[[Down smash]]- Enlarges both feet below it. Great for spacing, if used near the edge can lead into an edgeguarding kill. 12% damage.
*[[Up smash]]- Rocks it's head up. Though having small startup and ending lag, it is good for leading into aerial combos or finishing. 14%.
=====Other attacks=====
*[[Ledge attack]]- Gets up on stage, foot extended. 6% damage.
*100% Ledge attack- Slows gets up and spins it's body in a similar fashion to down smash. 6% damage.
*[[Floor attack]]- Gets up and spins body in a similar fashion to down smash. 8% damage
====[[Aerial attack]]s====
*[[Forward aerial]]- Undoubtedly one of Jigglypuff's best moves, fastly extends both feet in front of itself. It has excellent knockback for edgeguarding. This move is the backbone of most of Jiggly's aerial combos. 12% damage.
*[[Neutral aerial]]- Squishes itself and extends it's feet. Good priority and also decent spacing move. 12% damage has [[Sex Kick]] properties, as it gets somewhat weaker as it's out.
*[[Down aerial]]- A drill kick. Not much hitstun, though has good amount of damage when all hits connect. 11% damage if all hits connect.
*[[Back aerial]]- Similar to its forward aerial, this move is Jigglypuff's key tool for edgeguarding. Suddenly turns around and kicks. Good speed. 12% damage.
*[[Up aerial]]- Waves it's hand up in an arch. Not the best aerial killer, though excellent for juggling. 11% damage.
====[[Grab]]s & [[throw]]s====
*[[Pummel]]- Punches foe in the stomach. 2-3% damage per hit. Somewhat slow.
*[[Forward throw]]- Puff itself up and launches foe in front. Surprising knockback for a throw of ''Melee'', can lead into an edgeguard kill near the ledge. Second strongest forward throw in ''Melee''. The knockback can KO opponents above 130% when used very close to the ledge. 12% damage.
*[[Up throw]]- Tosses foe above itself. Can lead into aerial combos against fast fallers. It can also lead into up aerial at low percentage. 11% damage.
*[[Back throw]]- Similar to Kirby's, takes foe and throws them behind while going on its back. 10% damage.
*[[Down throw]]- Grinds foe with itself on the floor. 8% damage.
==Combos==
==Frame Data==
==Frame Data==
==Strategies==
move templates go here
*Wall of pain: Repeatedly using front or back aerials on an opponent, usually off the stage.
*Pillow Rest: On any breakable surface (blocks in Yoshi's Island, Green Greens, and Mushroom Kingdom.) Down throw an opponent and right after the throw breaks the block, the throw is interrupted and both characters fall. Rest right after the block breaks and it will almost always hit the opponent.
*Space Animal slayer: As one might guess, it is useful against Fox, Falco and to a lesser extent Captain Falcon. Up throw or up tilt them, chase the DI and then Rest them. It is a very effective technique.
*Jigglypuff is famous for its very long [[recovery]]. With Pound, five midair jumps and an air dodge, Jigglypuff has many resources with which it can recover. It can use Rising Pound repeatedly to move any length horizontally without losing height, and by using Rising Pound in between each midair jump, Jigglypuff can also attain a very high vertical recovery. Because of the great length and flexibility of its recovery, Jigglypuff is able to perform feats, such as the reverse Hyrule Jump and traversing the underside of Corneria, that few other characters can match.


==Match-ups==
===Serious Advantage Match-ups===
Ness, Bowser, Kirby, Pichu
===Advantage Match-ups===
Shiek, Marth, Peach, C.Falcon, IC, Ganon, Samus, Pikachu, Mario, Luigi, DK, Link, Y.Link, Zelda, Mew2, Yoshi, G&W
===Fair Match-ups===
Doc, Falco
===Disadvantage Match-ups===
Fox
===Serious Disadvantage Match-ups===
None


{{Smash Melee}}
{{Smash Melee}}

Revision as of 19:10, 23 July 2022

Introduction

Jigglypuff is a cute orb that dominates in the air, possessing both the highest airspeed and air acceleration, as well as the slowest fall speed in the entire cast. Combined with access to powerful aerials and a staggering five consecutive midair jumps, the fragile puffball is hard to contest or even touch once she gets airborne. Even without a traditional Up-B recovery move, Jigglypuff can return to stage from ridiculous distances, often floating offstage for the deepest edgeguard or bouncing back irritatingly from what you thought was the end of the stock.
With very light weight and a small frame, Jigglypuff is notoriously difficult to string together high damage combos against for many characters. Characters lacking the speed to catch up to a flailing Puff after a hit often resort to simply repositioning; risking a counterattack is simply not worth it. Jigglypuff's weight is a double-edged sword though: the unfortunate combination of being light and floaty makes Puff easier to KO than other characters.
The penultimate tool cementing Jigglypuff as a top tier character is the move with the highest base knockback in the entire game, Rest. Setups or combos into Rest are a major part of any Puff player's gameplan. Jigglypuff's otherwise disappointing grounded moveset leaves much to be desired, but is far from useless: decent grab range, a very flat crouch that can low-profile and avoid many grabs and projectiles, devastating throw combos including the infamous Up-throw Rest and a seriously powerful F-Smash ensure Puff can still fight the old-fashioned way, although her sluggish run speed and short wavedash is not exactly helpful in this regard.
With best-in-class air movement, satisfying kill setups and the exciting feeling of knowing you could evaporate at any moment, the cute pink ball is certainly unorthodox, but that might be exactly what you're looking for.

Strengths Weaknesses
  • Can Fly: Uncontested master of the air, and can tack on damage and edgeguard effectively with very little risk.
  • Can Glide: Ridiculous recovery distance, and is also near impossible to conventionally edgeguard, especially for non-top tiers.
  • Can Murder: Numerous setups into an instant-kill Rest in many matchups, strong kill moves, and terrifying edgeguarding capabilities.
  • Explodes: Jigglypuff dies at lower percents to kill moves than other characters. Way, way lower percents.
  • Prefers the Air: A grounded Puff is a sad Puff. Opponents and matchups adept at keeping Puff from taking flight will prove a challenge.
  • Slow Approach: It can be difficult for Jigglypuff to take the initiative and attack head-on in a match. Most Jigglypuff gameplay is defensive, and responding to defensive play from a savvy opponent who has the stock lead is one of Puff's greatest challenges. Puff is much more suited to taking the lead early and holding on to it.

Frame Data

move templates go here


Game Navigation

General
Controls & Notation
HUD
Game Mechanics
FAQ
Universal Strategy
Netplay
Glossary
Links
Metagame
Stages
Tiers
Controller Meta
Archived Information
Gecko Codes
Disc Files
Characters
Dr. Mario
Mario
Luigi
Bowser
Peach
Yoshi
Donkey Kong
Captain Falcon
Ganondorf
Falco
Fox
Ness
Ice Climbers
Kirby
Samus
Zelda
Sheik
Link
Young Link
Pichu
Pikachu
Jigglypuff
Mewtwo
Mr. Game and Watch
Marth
Roy
Non-Playable Characters
Male Wireframe
Female Wireframe
Master Hand
Crazy Hand
Giga Bowser
Sandbag