Jigglypuff is ranked 25th on the tier list, close to the bottom, which is a tier drop worthy of Brawl from its domination in Melee. Jigglypuff still has one of the best vertical recoveries, with 5 midair jumps in total but Rollout leaves it very vulnerable after use and causes problems against characters who can approach quickly. It is slow both on ground and in the air, forcing it to rely on its jumps to recover. Its low aerial acceleration combined with its lack of a momentum cancel makes it more susceptible to horizontal KOs than most of the other characters. Additionally, its range is fairly pitiful, which leaves it vulnerable to disjoints and projectiles, thus shutting it out of the higher tiers.
Jigglypuff uses Pound, punching forward with its oddly-not-visible forearm. This is one of the few attacks in SSF that does not cause Jigglypuff to skid forward, and given its extremely short range, it is always a close-range attack, which makes it a better option for gimping rather than attacking.
Jigglypuff performs a forward lunge kick. Like its standard attack, this attack does not cause Jigglypuff to properly skid forward, though it nonetheless still moves a bit when the attack is performed as a response to having to press a side arrow key to initiate it. Having a greater range than its standard attack, it is a better gimping option.
Jigglypuff uses Rollout, curling into a ball and rolling forward a fixed distance to ram into opponents. This attack functions similarly to all of the other rolling attacks in the game and, in spite of the lack of skidding and propelling with the rest of Jigglypuff's attacks, this one has the second longest travelling range in the game, only behind Sonic's own down attack: Spin Dash.