Super Smash Bros./Jigglypuff
Normal Move Analysis
- Neutral attack: Jigglypuff's jab is usually used in the middle of combos for some extra damage. The second jab is rarely used due to it having more cooldown lag. As with most A combos, the combo can be restarted by flicking down on the control stick after a hit. 3% first hit, 4% second hit.
- Forward tilt: Circles in place and kicks. Can be angled. The knockback angle can be adjusted according to the angle of the attack. 8% damage
- Down tilt: Hitting just slightly in front, Jigglypuff's down tilt sends the opponent upwards at a 45 degree angle. This attack is similar to the up-angled forward tilt, with the main difference being that it has more cool down lag. 10% damage
- Up tilt: Jigglypuff swings a foot behind, hitting above its head for a low-knockback attack that sends the opponent up at a steep angle. If hit at the correct spot, this attack can be used repeatedly as an up tilt chain or as a setup for more powerful attacks. 10%
- Dash attack: A generic dash attack, Jigglypuff trips over and slides, hitting opponents in front of it. 10% damage.
- Side smash: This attack sends Jigglypuff forward with a quick burst of speed. One thing to note is that the hitbox comes out near the end of the attack, so if spaced and timed correctly, the opponent can grab the oncoming Jigglypuff before the attack connects. 16% damage, above average knockback
- Down smash: Jigglypuff does a split, sending opponents on either side at a low angle. The hitbox extends quite a bit beyond Jigglypuff's feet, and this disjointed hitbox is most often used for edge-guarding, as it allows the player to avoid getting hit by the recovering opponent while still being able to prevent the opponent from grabbing the ledge. 16% damage.
- Up smash: Jigglypuff rocks its head back then forward for an attack. If the opponent is hit early, this attack sends the opponent straight up for quick, low-percent kills. At the last few frames of the attack, the hitbox exists only in front of Jigglypuff and sends the opponent forward with much less knockback. This attack is often used as a finisher. 18% damage.
- Ledge attack: Does a flips while curling and sticks it's foot out. 5% damage.
- 100% ledge attack: Slowly gets up and lunges forward with its body. Will not hit foes right next to the ledge where Jiggly if. 6% damage.
- Floor attack: Spins around on both sides and kicks, then gets up. 6% damage.
- Neutral aerial: Jigglypuff extends a foot out, sending the opponent back. This move comes out quickly, has a decent-sized, disjointed hitbox, and lasts for quite a while. Has Sex Kick properties. 14% (down to 7%)
- Forward aerial: Unlike most forward aerials, this one has sex kick-like properties—it loses power with time and lasts for quite a while. This attack is often considered a weaker and shorter ranged version of Jigglypuff's neutral aerial. 8-13% damage.
- Back aerial: Jigglypuff spins and kicks backwards. This attack has low knockback and can be chained into more back aerials, although it isn't as effective as Melee's Wall of Pain. 13% damage.
- Down aerial: Like all drill kicks (other than Kirby's), this attack has very low knockback and traps the opponent. When Jigglypuff lands while hitting the opponent with this attack, it can be followed up with almost any ground attack, depending on the DI. It is a very weak Meteor Smash, the weakest in the game, but can nonetheless be used for edge guarding. 3% per hit (total 10 hits)
- Up aerial: Jigglypuff slaps upwards, making an arc with its hand, sending opponents upward. The hitbox extends throughout its body. Because the knockback is consistent throughout the hitbox, if the opponent is hit at the lower part of the hitbox, it may set up for aerial combos. 16% damage.
Grabs & Throws
- Forward throw: Unlike most forward throws, this throw sends opponents straight up. This is both a blessing and a curse as the attack rarely kills and can't set up for edgeguards, but at low percentages, it can be useful for combos. 14% damage.
- Back throw: Jigglypuff throws the opponent backwards. This throw is among the most powerful throws in the game, knockback-wise. 16% damage.
Special Move Analysis
Pound: It is a short-range attack that sends Jigglypuff forward a short distance with its arm out in front of it to punch. Pound is very useful when recovering, as it can be used between jumps to give Jigglypuff more horizontal distance. This technique is required to beat Bonus 2 in Super Smash Bros.In Melee and the original, Pound knocked the opponent up and behind Jigglypuff, while in Brawl, it only has vertical knockback.
Although the Pound is mostly used for recovery and movement purposes, it can also be utilized as an effective attack. The Pound is a useful move that has a hitbox that stays out longer than one would expect, causing opponents to drop their guard too early at times. In certain situations, the Pound can also serve as a set-up for Jigglypuff's powerful Rest attack.
Sing: Soundwaves and music notes come out from its body and travel out a certain distance. All opponents within range (and touching the ground) will fall asleep for a short amount of time. This attack does no damage at all to playable characters (except bosses and Subspace enemies), and simply disables opponents to set up for attacks. Similar to a grab, opponents can escape the sleep state more quickly by rapidly moving the control stick or d-pad. Unlike most up special moves, this is not a third jump since it gains no height.
Rest: Jigglypuff turns toward the camera and falls asleep for several seconds. Before Jigglypuff falls asleep, any opponent in contact with it is instantly hit. This attack is known for having high knockback, no startup lag, very small range, and a long vulnerability period. However, Jigglypuff gains invincibility frames for approximately the time it takes to close its eyes. Rest is a powerful move that dealt high damage and knockback.
Right after executing Jigglypuff's Pound, the player has the option of tilting the control stick up or down, resulting in a slight movement in that direction during the Pound. Holding up after the Pound is called the "Rising Pound" and assists in horizontal recovery by allowing Jigglypuff to move forward while slowing down its descent. Yet, the player should be warned, as tilting up to soon can cause it to Sing.
Jigglypuff has a wide assortment of low-trajectory attacks as well as three high-knockback ones (Rest, back throw, and up smash), as well as a unique throw, which has earned it the reputation of having some of the most effective and most easy-to-perform combos. Most beginners utilize its drill kick and up tilt while advanced players tend to experiment more with aerials, forward throw, and the different hitboxes that exist in the Pound attack.