SSBM/Jigglypuff: Difference between revisions

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{{ ProConTable
{{ ProConTable
| pros=
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*<b>Can Fly:</b> Uncontested master of the air, and can tack on damage and edgeguard effectively with very little risk.
*<b>Drift King:</b> Jigglypuff is second to none when it comes to aerial mobility. Boasting the highest aerial drift in the game, Jigglypuff can weave in and out of hitboxes with ease.
*<b>Can Glide:</b> Ridiculous recovery distance, and is also near impossible to conventionally edgeguard, especially for non-top tiers.
*<b>5 Jumps:</b> Jigglypuff has a total of 5 jumps available to her. Couple this with her aerial drift, and she has the best recovery and edgeguarding capabilities in the game. Many characters are unable to challenge Jigglypuff off-stage or on the ledge without risking their stock.
*<b>Can Murder:</b> Numerous setups into an instant-kill Rest in many matchups, strong kill moves, and terrifying edgeguarding capabilities.
*<b>Rest:</b> Jigglypuff's most infamous move, rest. Sporting the highest base knockback of any move, Rest is a reliable kill-tool that remains a threat at all stages throughout the game.
*<b>Back-air:</b> Jigglypuff's back-air is considered by many to be amongst the best aerials in the game. Exceptionally disjointed and lightning fast, back-air can win matchups on it's own by building percent from a near-unthreatenable range.


| cons=
| cons=
*<b>Explodes:</b> Jigglypuff dies at lower percents to kill moves than other characters. Way, way lower percents.
*<b>Lightweight:</b> Being barely heavier than Pichu, Jigglypuff is the second lightest character in the game. It's not uncommon for Jigglypuff to die extremely early from stray hits or otherwise unviable kill-moves.
*<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>Weak grounded tools:</b> A grounded Puff is a sad Puff. Jigglypuff is severely limited in aggressive and defensive options when she is on the ground due to her awful grounded mobility and situational normals. Matchups where Jigglypuff has difficulty getting off the ground or staying in the air, require a much more nuanced game-plan than those that do not.
*<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>Weak approach:</b> Jigglypuff has many zoning and punish tools available in her kit but can struggle to win neutral with her oftentimes linear approaching capabilites. Jigglypuff can hold a lead unlike any other, however falling behind often requires a clutch rest or two in order to close the distance.
*<b>Patience:</b> Playing Jigglypuff requires a special breed of player. Jigglypuff doesn't play Melee, she plays Jigglypuff. Many players find Jigglypuff to be the lamest character in the game and are likely to camp you out at every chance they get. Thus, it's important to have an iron will when playing Jigglypuff. There is nothing more dangerous in Melee, than a Jigglypuff with an unbreakable mentality.
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Revision as of 09:03, 24 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
  • Drift King: Jigglypuff is second to none when it comes to aerial mobility. Boasting the highest aerial drift in the game, Jigglypuff can weave in and out of hitboxes with ease.
  • 5 Jumps: Jigglypuff has a total of 5 jumps available to her. Couple this with her aerial drift, and she has the best recovery and edgeguarding capabilities in the game. Many characters are unable to challenge Jigglypuff off-stage or on the ledge without risking their stock.
  • Rest: Jigglypuff's most infamous move, rest. Sporting the highest base knockback of any move, Rest is a reliable kill-tool that remains a threat at all stages throughout the game.
  • Back-air: Jigglypuff's back-air is considered by many to be amongst the best aerials in the game. Exceptionally disjointed and lightning fast, back-air can win matchups on it's own by building percent from a near-unthreatenable range.
  • Lightweight: Being barely heavier than Pichu, Jigglypuff is the second lightest character in the game. It's not uncommon for Jigglypuff to die extremely early from stray hits or otherwise unviable kill-moves.
  • Weak grounded tools: A grounded Puff is a sad Puff. Jigglypuff is severely limited in aggressive and defensive options when she is on the ground due to her awful grounded mobility and situational normals. Matchups where Jigglypuff has difficulty getting off the ground or staying in the air, require a much more nuanced game-plan than those that do not.
  • Weak approach: Jigglypuff has many zoning and punish tools available in her kit but can struggle to win neutral with her oftentimes linear approaching capabilites. Jigglypuff can hold a lead unlike any other, however falling behind often requires a clutch rest or two in order to close the distance.
  • Patience: Playing Jigglypuff requires a special breed of player. Jigglypuff doesn't play Melee, she plays Jigglypuff. Many players find Jigglypuff to be the lamest character in the game and are likely to camp you out at every chance they get. Thus, it's important to have an iron will when playing Jigglypuff. There is nothing more dangerous in Melee, than a Jigglypuff with an unbreakable mentality.

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