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This article is about Jigglypuff's appearance in Super Smash Flash 2. For general information about the character, see Jigglypuff.

Jigglypuff is a veteran starter character from the Pokémon franchise. Unlike its traditional availability status in the Super Smash Bros. series and the original Super Smash Flash, where Jigglypuff has been mostly an unlockable character; its availability status in Super Smash Flash 2 is that of a starter character. According to developers, this change was made to appeal Jigglypuff's very early appearance in the game and because it is among their favorite characters from the game's roster. Its sprites are custom made and based on its appearance in the official Super Smash Bros. games.

Jigglypuff is currently ranked 31st on the tier list of C tier, a noticeable drop from 23rd of C+ tier last tier list and a huge drop from 2nd of S tier on last demo's tier list, causing Jigglypuff to have the second highest drop after Sonic. It has strong kill moves in its smash attacks, forward throw, and Rest. It has an amazing air game due to its high air speed; fast, high priority aerials that provide good spacing and edgeguarding tools; five jumps, which can be combined with its Pound to give it one of the best horizontal recoveries in the game; and its slow falling speed, which allows it to break out of juggles and remain in the air for extended periods of time.

However, Jigglypuff is the lightest and floatiest character in the game, which makes it very easy to KO in comparison to the other fighters, especially off the top of the screen. It also has problems with range, making it vulnerable to characters with disjointed hitboxes, like Lloyd and Meta Knight. Jigglypuff also has difficulties approaching, as it has problems dealing with projectiles while lacking a projectile itself. It also has a terrible ground game with a combination of poor ground mobility, short range, and slow speed in its attacks. As such, it currently resides in the middle of low tier.

Jigglypuff has a small player base and an overall lackluster presentation online. The only notable competitive Jigglypuff player is Chaunch, who continually defies the tier list by placing high in tournaments.

Attributes

MG icon See also: Jigglypuff (Super Smash Flash 2)/Hard data

Jigglypuff is notable for being a light, floaty and very combo oriented character. Jigglypuff has decent air speed, but when combined with its floatiness, great air control, five midair jumps and good priority in its aerials gives it a great air game. Jigglypuff has kill moves in all of its' smash attacks, forward throw at high percentages and Rest.

Due its five midair jumps, slow falling speed, good air speed and Pound gives Jiggypuff one of the best recoveries in the game. This helps in Jigglypuff's great edgeguarding tactic in the wall of pain.

Jigglypuff has a decent grab & throw game, possessing one of the shortest grabs in the game. Up throw is Jigglypuff's best throw where it can lead into combos at low percents. If the opponent does not D.I., Jigglypuff can get a free Rest on Fox and sometimes Bomberman. It can use its up throw and follow up with an up air to get a Rest on Captain Falcon and high fallers. Forward throw is Jigglypuff's strongest throw, being able to kill most characters around 100%. Back throw is good for setting up edge guards.

However, Jigglypuff is described as a "Glass cannon" which is a character that is big on offense, but is small on defense. If Jigglypuffs' shield is broken it will be sent upward with enough force to Star KO it at any percent.

Jigglypuff has a poor ground game with having the worst ground mobility in the game with having the lowest dashing and walking speed, having short range and some good ending lag in its ground attacks gives it poor ground approach options. Jigglypuffs' short range makes it vulnerable to characters with disjointed hitboxes (ex. Ichigo and Lloyd) which gives it problem approaching characters with good spacing.

Due to Jigglypuff's light weight(the lightest in the current demo) and being floaty makes it easy to KO both vertically and horizontally.

Moveset

Ground attacks

Attack Description Damage Knockback Priority Total frames Active frames
Neutral attack Executes two quick, short range punches. Not a launcher. If the player holds the attack button and the move does not connect, it will keep punching. 3% 8, 50, 30° 1 9 4
3% 10 5
Forward tilt Does a quick roundhouse kick. 9% 8, 100, 45° 2 14 5-6
Up tilt Bends over, kicking one of its feet straight up into the air. 5% 65, 90, 90° 2 14 4-6
Down tilt Stretches its foot out to hit its opponent. 10% 40, 30, 22° 1 19 5-6
Dash attack Runs towards the opponent and headbutts them. 12% 16, 100, 55° 2 19 3-6
8% 8, 100, 55° 7
Forward smash Does a short lunge forward, stretching its foot straight forward. Simliar to Kirby's in appearance. This is Jigglypuff's most powerful smash attack, KOing reliably under 150% and having good reach, but suffers from a medium starting and ending lag. 16% 30, 100, 50° 6 15 7-8
11% 60, 100, 50° 9-10
Up smash Headbutts the opponent into the air. 15% 20, 110, 90° 4 22 4-5
Down smash Facing the screen, stretches both of its feet out, one on each side. Has semi-spike properties. 14% 44, 55, 20° 5 26 5-6

Aerial attacks

Attack Description Damage Knockback Priority Total frames Active frames
Neutral aerial Does a kick in the air; sex kick properties. 12% 30, 85, 45° 3 24 4
4% 30, 80, 45° 5-15
8% 16-19
11% 30, 85, 45° 4-15
7% 16-19
Forward aerial Sticks both feet out; has good reach and can be used for a wall of pain. 10% 40, 80, 40° 3 17 4-6
7% 7-10
7% 40, 60, 40° 7-10
Back aerial Kicks backward; it is a great edgeguarding tool and a component of Jigglypuff's notorious wall of pain. 12% 35, 80, 35° 4 14 4-5
Up aerial Waves its hand in the air upwards. 11% 30, 80, 75° 3 14 4-5
Down aerial Does a mid-air drill. Superb combo potential. This move hits up to 12 times due to the hitlag generated on contact, but each hit is affected individually by stale move negation. 2% 20, 100, 90° 2 24 3, 5, 7,
9, 11, 13

Grabs & throws

Attack Description Damage Knockback Priority Total frames Active frames
Grab Grabs with one hand. N/A N/A N/A 14 4
Pummel Punches the opponent's head. 2% N/A N/A 8 5
Forward throw Puffs up a little, forcing the opponent on a diagonal angle. 12% 40, 110, 55° -1 12 5
Back throw Does a suplex and throws the opponent behind it. 10% 90, 25, 135° -1 15 10-13
Up throw Twirls around and throws the opponent upwards with an explosion effect. Can chain grab fast fallers and heavy characters and sets up for Rest remarkably well. 8% 80, 60, 90° -1 14 5
Down throw Rolls on its opponent's back. 3 hits. Can chain grab and set up a Rest at high percentages. 4% 60, 100, 75° -1 30 6-10
3% 11-20
1% 21

Other

Attack Description Damage Knockback Priority Total frames Active frames
Floor attack Sticks out both feet on either side of it. 9% 0, 110, 40°, 100 4 24 9-10
Ledge attack Gets onto the stage and punches. High knockback. 6% 0, 110, 20°, 100 2 27 9-11

Special moves

 
Attack Name Description Damage Knockback Priority Total frames Active frames
Standard special Rollout Rolls forward, can be charged for more power and speed, it can be turned around. 6% 50, 50, 75° -1 150 53-69
9% 60, 70, 75° 70-85
11% 70, 80, 75° 87-102
13% 80, 100, 75° 104-111
3% N/A 141-150
Side special Pound Throws a sideways punch, it can be used as a shield breaker, since it has decently high shield damage. It can be tilted upward or downward in air. 9% 52, 75, 115° 5 21 6-18
Up special Sing Sings the opponent to sleep. Lasts for 160 frames. 0% 0, 0, 85° 1 85 8-13,
24-29,
43-53
Down special Rest If the move is used while an opponent is in contact with it, the opponent will be launched with extremely high velocity and knockback. It gives Jigglypuff invincibility frames in the connected frame. 18% 75, 110, 45° 7 123 1
Final Smash Puff Up Jigglypuff slowly inflates itself to a large size. Once Jigglypuff reaches its full size, it shouts "JIGGLYY!!!", which causes a massive push that will most likely KO any enemies too close to its body. Jigglypuff then quickly deflates. 18% N/A N/A N/A N/A

Misc.

Misc. Description
On-screen appearance Pops out of a Poké Ball.
Taunts Standard Spins on one leg around and says "Jigglypuff!" while puffing up a little.
Side Spins very fast on one leg then stops and has its arm pointed upward while looking in the direction it is pointing.
Down Puffs up and then deflates, floating slowly to the ground in a flat form before landing and re-inflating.
Idle poses N/A
Victory theme Remix of victory fanfare from Super Smash Bros. Melee.
Victory pose Falls asleep, and then wakes up.
Lose Looks at the screen while tilting its head to left and right in a cycle.

Changes from v0.9a

Due to being a top tier character last demo, Jigglypuff has mostly received nerfs to its combo game and kill power. Jigglypuff benefits and is hindered by the low hitstun of the demo. Jigglypuff is much harder to combo than last demo, but has a hard time combo'ing itself, has less follow up options out of throws and has a harder time combo'ing into Rest. Jigglypuff's combo game is also hindered by its lower air speed. Jigglypuff also received lower invincibility frames to its rolls and air dodge, along with them being slower makes its defensive options more lackluster than before. With these changes, Jigglypuff is seen as a less effective character.

Aesthetics

  • Neutral Jigglypuff has received a new idle animation.

Attributes

  • Nerf Air speed was decreased.
  • Nerf Air dodge has less invincibility frames and the length of the animation remains the same as last demo, making it very punishable.
  • Nerf Roll is slower.
  • Nerf Due to shield's depleting faster makes Jigglypuff more susceptible to its shielding breaking and being KO'd.

Ground attacks

  • Nerf Forward tilt has more ending lag.
  • Nerf Down smash is weaker and has more ending lag.

Aerial attacks

  • Nerf Jigglypuff has less priority in its aerials.

Grabs and throws

  • Nerf Up throw can no longer chain grab. Due to the decreased hitstun of the demo, its much harder to follow up with Rest.
  • Nerf Down throw can no longer chain grab.

Special moves

  • Buff Pound now has more priority.
  • Buff Rollout is stronger and deals vertical knockback.
    • Buff It deals more shield damage.
  • Nerf Rest is weaker, its hitbox is smaller and harder to combo into due to the decrease hitstun of the demo. It also has less priority, which makes it no longer able to be used as counterattack punish.
  • Buff Jigglypuff is able to combo an aerial Rollout into Rest.
    • Buff Performing an aerial uncharged Rollout into an opponent and using Rest before Jigglypuff lands will result in the ending lag of the move being canceled.

In competitive play

Match ups

Notable players

Tier placement history

Gallery

Palette swaps

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Artwork

Screenshots

Early designs

Designs

,

Misc.

Trivia

  • Jigglypuff's purple palette resembles its shiny form.
    • This is a big change to its unlockable character status in great part of the main games, with exception of Template:SSB4n5. Jigglypuff shares this trait with Captain Falcon, Marth, Mr. Game & Watch, Sonic, Luigi, Falco, and Ness. However, unlike the latter five, Jigglypuff and Falcon had to be unlocked in the demos they appeared in.
  • Jigglypuff, along with Yoshi, Zero Suit Samus, Tails, Mega Man, and Luffy are the only characters so far who do not go into a helpless state under normal circumstances.
  • Jigglypuff, along with Pichu, Bandana Dee, Naruto, Sora, Lloyd, and Sandbag is one of the characters that do not clap to the winner in the results screen.
    • In v0.9a, Jigglypuff had a different losing pose where it claps for the winner. It was updated to just looking at the screen while tilting its head like in the Super Smash Bros. games.
  • Jigglypuff's pixel art is based on its up special move, Sing, in the official Super Smash Bros. series.
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