Krynxe
I can't pronounce it either
General Use of Sing
Sing Cancel via Ledge Grab:
As most people know, you can cancel sing by grabbing a ledge. You can thus do a ledgejump, allow the first hitbox of sing to come out, and regrab the ledge - a simple trick many know from Melee. Unlike in melee, an opponent is allowed to easily go for the ledge when recovering and is never really force to land on the stage through edgehogging, making this trick almost entirely useless. Along with the fact that you do not regain invincibilty when regrabbing a ledge, this trick is both ineffective and risky. You can occasionally catch players if they roll towards the ledge right as you do this, but otherwise this will lose to practically any attack done from the stage and every recovery (because they will either take the ledge or land on the stage past the sing hitbox).
Sing Stopped Attacks:
"This videos shows how sing could potentially be applicable in a real match. Many of these clips took several tries, and that the opponent must be traveling at you right when an active hitbox for sing is out. Using sing like this in a real match is risky, and you will more often be hit then put the opponent to sleep unless your timing and reaction is incredible.
Not all possible moves are shown in this video. There are plenty of others which I left out by choice. Because sing only works on grounded opponents, practically any special attack where the opponent is considered 'grounded' can be cancelled with sing."
Again: Most of the applications shown in the video are very very difficult to pull off and are probably not worth doing in a serious competitive match. As shown in the clip with Bowser, you can jump and use sing to catch opponents going underneath you and more easily avoid being hit by the attack, however this is still a gimmick and will likely only work as long as your opponent doesn't expect it.
Sing Being Cancelled:
Certain attack will often connect with jigglypuff at the same time that the attack is cancelled and the opponent is put to sleep. In these cases, Jigglypuff will stop singing due to the effect of the attack. She can be hit, such as the example with DK's UpB or Pikachu's quick attack, or enter an animation/state from the attack which will be cancelled immediately afterwards. The later is seen clearly from Ganondorf's sideB (@0:54), where he would normally grab Jigglypuff, but is put to sleep causing Jiggs to break free and act immediately rather than having to finish the sing animation. This gives you significantly more time for followups.
Custom UpB Specials
Hyper Voice:
This replacement for sing does 4, 4, then 6 damage in place of the typical sing hitboxes which put your opponent to sleep. Unlike sing, Hyper Voice can hit airborne opponents due to it being a regular attack. However, you will rarely ever hit airborne opponents with this attacks, thus you're generally just replacing the huge reward of putting your opponent to sleep with a measly 4-6%. Not only that, but Hyper Voice is hugely punishable even on hit, and an opponent can easily hit you between the attacks, afterwards, or shield one of the hitboxes and grab.
Spinphony:
This replacement for sing, instead of putting your opponent to sleep, does a tiny amount of damage and forces your opponent to change direction and face away from Jigglypuff. It is also incredibly slow, laggy, but has larger hitboxes than the other types of Sing. This move is incredibly punishable, and generally bad. Your opponent can get hit by all three hits and still hit you with a mostly charged smash attack afterwards, them losing a mere 4% in the process. In every edgeguard situation, you are better off doing absolutely nothing than using Spinphony, because at least you can hit your opponent for trying to get back onto the stage instead of letting them get back for free and get a free attack on you. Even if you cancel spinphony on the ledge, it takes several jumps above the ledge to actually get a hitbox out because of how slow the attack is, and most recoveries will easily avoid the hitbox of spinphony. If you happen to hit them with it, this attack is not useful for gimps like Mario's cape because it does 1% and a tiny bit of knockback which gives any characters their upB back. The endlag from Spinphony prevents you from going offstage and hitting them further unless you ledge cancel it, but even if you do you're rarely in a good position to continue a ledgeguard ebcause of how close your opponent is and would have been better off just going off-stage in the first place. I've tested this move thoroughly, and am confident that it's practically useless competitively.
Conclusions
Jigglypuff's sing is more useful than it ever has been before. The hitboxes are larger, the effect of the sleep lasts longer, and people don't want to break their 3DS circle pads so nobody mashes out properly! But honestly, this move has potential as a gimmick and nothing more. You will not be able to hard counter any attacks, approaches, or playstyles with Sing. You can, however, catch an opponent off guard with Sing due to it's deceptive range, priority, and them not respecting it. Attempting to overuse this move will cause you to get punished a lot, so be careful. Otherwise, be happy that Sing might see some use here and there. Lets continue to explore ways to make this move work, and discuss any ways we've had success using this move.
Feel free to post any questions or thoughts below
Sing Cancel via Ledge Grab:
As most people know, you can cancel sing by grabbing a ledge. You can thus do a ledgejump, allow the first hitbox of sing to come out, and regrab the ledge - a simple trick many know from Melee. Unlike in melee, an opponent is allowed to easily go for the ledge when recovering and is never really force to land on the stage through edgehogging, making this trick almost entirely useless. Along with the fact that you do not regain invincibilty when regrabbing a ledge, this trick is both ineffective and risky. You can occasionally catch players if they roll towards the ledge right as you do this, but otherwise this will lose to practically any attack done from the stage and every recovery (because they will either take the ledge or land on the stage past the sing hitbox).
Sing Stopped Attacks:
"This videos shows how sing could potentially be applicable in a real match. Many of these clips took several tries, and that the opponent must be traveling at you right when an active hitbox for sing is out. Using sing like this in a real match is risky, and you will more often be hit then put the opponent to sleep unless your timing and reaction is incredible.
Not all possible moves are shown in this video. There are plenty of others which I left out by choice. Because sing only works on grounded opponents, practically any special attack where the opponent is considered 'grounded' can be cancelled with sing."
Again: Most of the applications shown in the video are very very difficult to pull off and are probably not worth doing in a serious competitive match. As shown in the clip with Bowser, you can jump and use sing to catch opponents going underneath you and more easily avoid being hit by the attack, however this is still a gimmick and will likely only work as long as your opponent doesn't expect it.
Sing Being Cancelled:
Certain attack will often connect with jigglypuff at the same time that the attack is cancelled and the opponent is put to sleep. In these cases, Jigglypuff will stop singing due to the effect of the attack. She can be hit, such as the example with DK's UpB or Pikachu's quick attack, or enter an animation/state from the attack which will be cancelled immediately afterwards. The later is seen clearly from Ganondorf's sideB (@0:54), where he would normally grab Jigglypuff, but is put to sleep causing Jiggs to break free and act immediately rather than having to finish the sing animation. This gives you significantly more time for followups.
Custom UpB Specials
Hyper Voice:
This replacement for sing does 4, 4, then 6 damage in place of the typical sing hitboxes which put your opponent to sleep. Unlike sing, Hyper Voice can hit airborne opponents due to it being a regular attack. However, you will rarely ever hit airborne opponents with this attacks, thus you're generally just replacing the huge reward of putting your opponent to sleep with a measly 4-6%. Not only that, but Hyper Voice is hugely punishable even on hit, and an opponent can easily hit you between the attacks, afterwards, or shield one of the hitboxes and grab.
Spinphony:
This replacement for sing, instead of putting your opponent to sleep, does a tiny amount of damage and forces your opponent to change direction and face away from Jigglypuff. It is also incredibly slow, laggy, but has larger hitboxes than the other types of Sing. This move is incredibly punishable, and generally bad. Your opponent can get hit by all three hits and still hit you with a mostly charged smash attack afterwards, them losing a mere 4% in the process. In every edgeguard situation, you are better off doing absolutely nothing than using Spinphony, because at least you can hit your opponent for trying to get back onto the stage instead of letting them get back for free and get a free attack on you. Even if you cancel spinphony on the ledge, it takes several jumps above the ledge to actually get a hitbox out because of how slow the attack is, and most recoveries will easily avoid the hitbox of spinphony. If you happen to hit them with it, this attack is not useful for gimps like Mario's cape because it does 1% and a tiny bit of knockback which gives any characters their upB back. The endlag from Spinphony prevents you from going offstage and hitting them further unless you ledge cancel it, but even if you do you're rarely in a good position to continue a ledgeguard ebcause of how close your opponent is and would have been better off just going off-stage in the first place. I've tested this move thoroughly, and am confident that it's practically useless competitively.
Conclusions
Jigglypuff's sing is more useful than it ever has been before. The hitboxes are larger, the effect of the sleep lasts longer, and people don't want to break their 3DS circle pads so nobody mashes out properly! But honestly, this move has potential as a gimmick and nothing more. You will not be able to hard counter any attacks, approaches, or playstyles with Sing. You can, however, catch an opponent off guard with Sing due to it's deceptive range, priority, and them not respecting it. Attempting to overuse this move will cause you to get punished a lot, so be careful. Otherwise, be happy that Sing might see some use here and there. Lets continue to explore ways to make this move work, and discuss any ways we've had success using this move.
Feel free to post any questions or thoughts below