Jigglypuff
Basic Moves
On the ground basics
Controls |
Description |
Damage
|
Launch meter
|
A |
Punch |
3%
|
X
|
Forward or back + A |
Forward lunge |
16%
|
3
|
Forward or back , A |
Spin punch |
6%
|
X
|
Forward , forward , A |
Running headbutt |
8%
|
X
|
Up + A |
Headbutt |
17%
|
1
|
Up , A |
High kick |
8%
|
X
|
Down + A |
Split kick |
9%
|
6
|
Down , A |
Low kick |
8%
|
X
|
B |
Wind-up punch |
10%
|
X
|
Up + B |
Put opponent to sleep* |
0%
|
X
|
Down + B |
Put yourself to sleep |
0%
|
X
|
R |
Upwards Throw |
12%
|
X
|
R, Back |
Rollback Throw |
12%
|
2
|
In the air basics
Controls |
Description |
Damage
|
Launch meter
|
A |
Kick |
11%
|
4
|
Forward + A |
Double kick |
13%
|
X
|
Back + A |
Back kick |
10%
|
X
|
Up + A |
Overhead punch |
12%
|
5
|
Down + A |
Downward running stomp** |
3-21%
|
X
|
B |
Wind-up punch |
10%
|
X
|
Up + B |
Put opponent to sleep* |
0%
|
X
|
Down + B |
Put yourself to sleep |
0%
|
X
|
*Attack puts opponent to sleep for a few seconds--the
move itself causes no damage.
**Depends upon how many times you hit your opponent.
Headbutt
An excellent launcher for many
reasons. It's very fast and so has little to no setup and recovery time.
Plus, the range on it is pretty good as it hits opponents behind Jiggly,
in front of Jiggly, and above Jiggly. And, to top it off, this is the move
of Jigglypuff which launches at a much lower damage level than any other
of its moves.
Rollback throw
Don't even think about using Jiggly's
other throw unless you think that you can chain into a combo with it. This
is a rather powerful throw but remember that you must be facing away from
an edge for it to be lethal. You might try comboing into it with the downward
running stomp if your opponent is near an edge. You'll probably even have
enough time to turn away from the edge and then throw if you have to.
Forward lunge
Nice range and, unlike Fox's drill
kick, Jiggly doesn't end up on his back. Consequently, there is very little
recovery time and this makes it a much better launcher. Try this move when
your opponent is coming back from a launch and is about to grab the side
of the board. Jiggly can get just enough of his body over the edge to connect
with your opponent and send them flying, again.
In-air kick
This move simply has a lot of versatility
and range. Since Jigglypuff has five jumps, you shouldn't have a problem
connecting with it. The only problem is that it simply isn't all that powerful.
Overhead punch
Though this is an air move and therefore
has a lot of range in terms of where Jigglypuff can execute the move, with
Jigglypuff's small arms, if you want to call them that, it doesn't really
have much range in terms of where it will connect with your opponent when
executed. Combine that with the fact that, even though it connects in the
air which is nearer to the KO ceiling, it doesn't launch all that well
and you would be better off just waiting for your opponents to fall and
using the headbutt.
Split kick
This move doesn't have much range
even though it connects on both sides of Jigglypuff. It also isn't very
powerful and hits opponents at a more or less 45 degree angle. Therefore,
it isn't very vertical and isn't very horizontal and so has problems knocking
opponents into one of the KO areas.
Combos
2-move combos
Damage level of opponent
|
Damage inflicted
|
Description
|
Any level
|
Up to 41%*
|
Jump so that you are directly above an opponent. Then,
hit your opponent with a downward running stomp. If you land directly at
your opponent's feet, you should juggle him slightly into the air. At this
point, quickly press R to grab him for the throw or do Jigglypuff's headbutt.
Do a rollback throw if your opponent has a lot of damage and you are facing
away from an edge. Makes for a great launching combo. |
60-120%
|
20%
|
Face away from your opponent. If you are relatively close,
attack with a high kick. Then jump straight up or slightly backwards and
send your opponent flying with a back kick. |
*Depends on how many times you hit your opponent with the
downward running stomp.
3-move combos
Damage level of opponent
|
Damage inflicted
|
Description
|
Under 170%
|
Up to 44%*
|
Start off with a downward running stomp. Then, as quickly
as possible, do a high kick. Then, if your opponent is under 100%, use
a headbutt to finish it off. If your opponent is over 100%, finish with
an overhead punch. |
Under 40%
|
Up to 48%*
|
Start off with a downward running stomp and then grab
your opponent as he is falling down with R. Then use the upwards throw
to set your opponent up for an overhead punch. |
*Depends on how many times you hit your opponent with the
downward running stomp.
Strengths
If you're going to play as Jigglypuff, you had better rely
tremendously upon its downward running stomp. Not only does it have great
priority, but you can get up to eight hits with it for a total of 28% damage
max. However, if you get someone while they're jumping, it's entirely possible
that, because Jigglypuff falls so slowly, you can do it twice in a row
to an opponent for even more damage. Beyond that, always use the headbutt
and forward lunge for launching, the headbutt more often than the forward
lunge. Finally, take advantage of Jigglypuff's five jumps to avoid taking
more damage in the air than you need to. If you get mini-launched, or are
simply coming back from a launch to the side, avoid air or high attacks
by using your extra jumps with great timing.
-
Jigglypuff's headbutt is a great launcher that gets an opponent
no matter if they are behind, in front, or above you. It also launches
opponents even at rather low damage levels.
-
Jigglypuff has what must be the highest priority downward
attack in the downward running stomp. It also has good range (it can hit
two opponents on either side of you simultaneously) and tremendously high
priority. This, combined with the fact that it is very easy to start a
combo with, and it can be seen that it is a very powerful asset indeed.
-
Jigglypuff, when launched to the side and it actually doesn't
die, has some of the greatest horizontal range of any character. Simply
alternate jumps with wind-up punches and you can travel across almost any
gap you need to.
Weaknesses
Jigglypuff, whether on the ground or in the air, is tremendously
slow. Thus, whenever it is high on damage, get after it and attack as best
you can. However, especially concentrate on when Jigglypuff is in the air
because when it jumps, it puffs up and becomes even easier to hit, and
therefore launch. Also, try your best to almost always attack from above.
With Jigglypuff's amazingly high priority downward running stomp, attacks
from below almost never get through. It is a much different story when
attacking from above. Jigglypuff's high kick, headbutt, and overhead punch
have little range and only the headbutt will launch you if you have around
100% damage.
-
Jigglypuff is very slow in the air and also blows up with
air whenever it executes a jump. Thus, it is tremendously easy to hit it
during these times.
-
Jigglypuff's jumping attacks are all of very little range,
except for the downward running stomp of course. Therefore, combos or simply
attacks that are attempted are very difficult to connect with and may often
leave Jigglypuff open to counterattacks.
-
Jigglypuff has very little lastability compared to almost
every other character in the game. It is not uncommon for Jigglypuff to
get launched and killed at under 100% damage multiple times during the
game.
-
Jigglypuff has very few powerful launchers. In fact, probably
the only attack that will consistently kill opponents at under 100% damage
is the headbutt.