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Become the next Sleepy Singer!

Become the next Sleepy Singer!

Hey there. Before you read, let me explain a couple of things. I'm not a professional Jigglypuff player, nor do I know EVERYTHING about the puffball. But, I will gather up as much information possible to put into this guide. So please stay alert for weekly to monthly updates, cause if you want something that's not here, chances are the update will include at least one think you wanted, or like. It would be even better if you tell me what you want specifically, so I can keep that in mind while working on the next update. Thank you.
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Hey guys. You obviously came here to learn how to use Jigglypuff in Melee, right? Well, I'm gonna make a guide so you can get used to the puffball and possibly even dominate the competition. Let's get started. :039:

Jigglypuff is the second lightest character in Melee. While his ground game is from decent to not so good, his aerial game is spot on. His fast attacks, awesome maneuverability while airborne, and a KO move that's ready in about any time makes this puffball an S tier. Plus, since he's light he can escape combos easily. If you want to master the ways of this sleepy singer, you must learn his aerial game and how to finish off opponents with possibly the quickest KO move in the game!
After what I've said, you probably think that Jigglypuff is OP, right? Well, yes and no. His finishers may make him OP, but he is a very light character and is prone to getting KO'd early. Also, Jigglypuff isn't much of a ground fighter, as mentioned above. On ground he's kinda slow, lacks a projectile, and has slower moves. So I suggest you stick to his aerial game and play aggressively, since you'll be better off playing like that.
If you're lost in all that, I'll put all the pros and cons in this list. This should break down what I said above plus more.
Pros
  • Can escape combos easily due to lightweight properties
  • Fastest airborne maneuverability in the game
  • Has the greatest instantaneous knockback move in the game
  • Has excellent recovery options
  • Can perform the Wall of Pain
  • Has a deadly edge-guarding game
  • Possibly has the greatest aerial game in Melee
  • Powerful smash attacks
  • Has great combo potential
Cons
  • Can get KO'd easier due to lightweight properties
  • Smash attacks has punishable ending lag
  • Slow walking and running speed
  • Lacks a projectile for sufficient spacing
  • Short wavedash
  • Short dash dance
  • Missed Rest leaves him extremely vulnerable
So on with Jigglypuff's moveset. By the way, if you want to see these moves in action or check out the frame data/hitbox, check out this dude's thread http://smashboards.com/threads/jigglypuff-hitbox-and-frame-data-nsf56k.303202/

  • Jab: His neutral attack (:GCA: alone) is simply a one-two jab, dealing 2-3% damage for each hit. It's not useful for much due to it's poor range, but its low knockback is good for jab-resets. I'll explain more later.
  • Ftilt: His forward tilt (tilt:GCR: or :GCL:+:GCA:) is a fast spin kick that can be angled upwards or downwards. The kick does about 10%,and it's knockback is useful for kicking your opponents away.
  • Utilt: His up tilt (tilt:GCU:+:GCA:) is a kick from behind that goes above his head. This tilt is very useful for juggling opponents or starting set-ups, due to it's low knockback. The base of the move does 9% damage, while the tip of the kick does 8%.
  • Dtilt: His down tilt (tilt:GCD:+:GCA:) is a low kick that does 10% damage. Good for pushing opponents back.
Dash Attack: His dash attack (dash + :GCA:) is a tripping headbutt. Does 12% at start, 8% near end of move. It's kinda powerful, yet it's predictable and has a bit of end lag.
  • Fsmash: His forward smash (:GCCR:,:GCCL:,:GCR:+:GCA:or:GCL:+:GCA:) is a forward hopping kick, dealing 17% at start, 13% near end of move. It's not useful at very low percents, but it's a decent finisher at high percents (around 90% and above). His forward smash has some end lag, so don't rely on the move so much or else you could get punished.
  • Usmash: His up smash (:GCCU:or:GCU:+:GCA:) is an upward headbutt, dealing 14%. It's a good combo-starter at mid percents and a finisher, but it has some end lag so don't look forward to using it much. *Fun fact: Jigglypuff has a smaller hitbox that deals 15%, but it never connects due to the larger hitbox overlapping it.
  • Dsmash: His down smash (:GCCD:or:GCD:+:GCA:) is a split that gives 12% damage to the opponent. It's pretty good for edge-guarding, but I'd prefer aerials. It also has a bit of end lag as well.
  • Nair: His neutral air (:GCA: alone while airborne) is an extended kick that stays out for a bit, including the hitbox. It's good for spacing out opponents, and a good edge-guarding tool. Does 12% damage at start of move, does 9% damage near end of move.
  • Fair: His forward air (:GCCR:or:GCR:+:GCA: while airborne, towards front direction) is a quick simultaneous double-kick in front of himself. This is a very good tool for edge-guarding and combos. It deals 12% damage if feet hits, 10% if body hits, does 7% damage if hit near end of move.
  • Bair: His back air (:GCCL:or:GCL:+:GCA: while airborne, towards back direction) is a spinkick behind himself. This is Jigglypuff's best edge-guarding tool. This is a potentially deadly move that can guarantee a KO if used right. Deals 12% damage.
  • Uair: His up air (:GCCU:or:GCU:+:GCA: while airborne) makes him wave his arm in an arch above himself. It does a decent job for vertical KOs. It's great for juggling opponents and even greater as a combo tool. Gives the opponent 12% damage.
  • Dair: His down air (:GCCD: or :GCD:+:GCA: while airborne) is a downward drill kick. This move can be used for gimps. does 2% damage for each hit; 16% if all hits connect.
  • Grab/Pummel: His grab (:GCZ:or:GCLT:,:GCRT:+:GCA:) is relatively shorter than average. His pummel (:GCA: while holding opponent) makes him slap the opponent with his tuft of hair. Does 3% damage.
  • Fthrow: His forward throw (:GCR:while holding opponent, towards front direction) makes Jigglypuff puff up, shoving the opponent diagonally upwards. It's the second strongest throw in Melee, KOs at around 130% when close to the ledge. Deals 12% damage.
  • Bthrow: His back throw(:GCL:while holding opponent, towards back direction) makes him roll on his back while holding the foe, throwing him/her back. Good for throwing opponents offstage for edge-guards.
  • Uthrow: His up throw (:GCU:while holding opponent) makes him spin as he hurls the opponent vertically upwards. It's a good combo-starter against fast-fallers. Deals 11% damage.
  • Dthrow: His down throw (:GCD:while holding opponent) makes him grind on the opponent. Can be used as a combo-starter against floaty characters, or can be used for jab-resetting if opponent misses tech. Deals 1% for hits 1-4, 3% on hit 5, 2% on throw. (9% damage in total)
  • Neutral B: His neutral B (:GCB: alone) named Rollout, makes Jigglypuff charge up (if :GCB: is held) and roll quickly through the stage. You can change direction while the move is in action. This move is unreliable due to how predictable it is. Opponents can spot dodge, roll, jump over, or even shield grab. Also, if :GCB: was pressed instead of held, Jigglypuff will slowly roll across the stage, making him prone to a punish. If the move does hit, it can KO opponents at 40% near the ledge. If the move finishes in mid-air, Jigglypuff will enter free-fall state (he'll start flashing black while falling, and is unable to do anything but fast fall or maneuver left or right until he lands or gets hit).
  • SideB: His side B (:GCL:+:GCB:or:GCR:+:GCB:) named Pound, makes Jigglypuff throw out his fist in front of him, knocking his opponents up and behind from him. This attack does 20 shield damage (it eats some of your shield), and it has a long-lasting hitbox. Pound can also be used as a recovery option, since you can angle the attack upwards or downwards (angled upwards is commonly called Rising Pound.). Deals 13% damage.
  • UpB: His up B (:GCU:+:GCB:) called Sing, makes Jigglypuff sing any grounded opponents to sleep. This move is kinda useless, considering that even if he makes the opponents sleep, they're bound to wake up before he finishes. The move has no triple jump properties, so using the move mid-air will make Jigglypuff fall, resulting in a SD, unless near an edge, in which he can edge grab. Doesn't inflict damage.
  • DownB: His down B (:GCD:+:GCB:) named Rest, is Jigglypuff's knows move for killing opponents as early as 25%. Rest is the finishing move for almost all of Jigglypuff's combos. To land the Rest correctly, you must get the opponent inside Jigglypuff and the small hitbox will connect. If the move is missed, then he will be extremely vulnerable due to all the end lag. Rest is really good in team battles since your teammate can wake you up with one hit (providing that team attack is on.) This move is the most feared in the game due to it's instant death properties, unless the player misses, of course. Deals 28% damage. Has a flame effect.
Get Jiggly in Combat
Now that we've covered Jigglypuff's moveset, I'm gonna cover what you should do against about every character. Aka talk about Jiggly's neutral game.

Jigglypuff is well played as an approaching character, learning about what its opponent will do while playing in the air and their heads. Knowing that his best game is his aerial game, esp. since he has 6 jumps, tied with Kirby, Jiggly has a lot of mix-up options when approaching.

You should approach with Fairs, Nairs, and Bairs, since they're quick and very safe if spaced right. Pound is very useful as an approach mix-up. Short-hop and attack. If the enemy tries to fight you in the air, punish. If they're gonna throw projectiles at you, don't be afraid to float away from them or beat them with your attacks. Shielding too much? Space your attacks to hit their shield. After a bit, they'll realize that your attacks are eating their shield away and possibly a Pound would break it. Overall, you gotta focus on looking forward to juggling opponents leading to the finisher, Rest, or getting offstage, setting up for Jiggly's beautiful edge-guarding game, such as the Wall of Pain.

Jiggly Tricks

We just finished talking about Jigglypuff's neutral game, so let's talk about some neat tricks for Rest.
  1. Uthrow Rest: This is one of the easiest ways to take away the opponent's stock of they're using fast-fallers such as Fox:foxmelee:, Falco:falcomelee:, or Captain Falcon:falconmelee:. This will guarantee a KO from 10-30%. Do an up throw, then jump to a Rest. It's that simple. If they DI, then go for an Uair, and follow with Rest. That should finish them.
  2. [Dthrow] Jab-Reset Rest: This is a bit harder to pull off. Grab the opponent then go for a down throw. If they miss the tech, hit them immediately before they lie on the ground with a low knockback move, like Jigglypuff's jab. They'll be forced to stand up, "resetting" to a standing state. That's where you go for a Rest. You can actually do this anytime when they miss the tech.
  3. Ducking: Jigglypuff can basically duck everything. And even if he gets hit, some attacks can be DI'd downwards, making him stick to the ground. This is very good for surprise Rests. For example, if Luigi comes at you with a dash attack and you get hit while at low percents, you can rest him for sure.
  4. Wall of Pain: At around any%, you can combo into a string of Bairs or Fairs which is called the Wall of Pain. This is one heck of a combo since it can combo into anything else, such as Rest, or simply kill the opponent by shoving and/or gimping them to their death.

Quick Rest Combo List:
  • Uair, Rest [30-50%]
  • Utilt, Utilt, Rest [<20%]
  • SideB, Usmash, Uair, Rest [30-50%]
  • SideB, Bair, Bair, Bair, Rest [40-50%]
  • Fthrow (to ledge), Fair, Rest [60-80%]
  • Bair, Bair, Rest [40-50%]
There are many other combos that you can pull off with Jigglypuff, and since there's so many, I would like you guys to tell me a combo you guys found out and I'll add it to the list above, or if it's not a rest combo, I'll list it below.

I hope you enjoyed my guide for using Jigglypuff! If there's something that I should add, please tell me so I can add it to this guide. See ya!
Author
tough9870
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First release
Last update
Rating
3.83 star(s) 12 ratings

Latest updates

  1. "Spoilers" added

    Added "spoilers" to shorten guide. This is for people who wants to skip any basic info so it can...
  2. Misc. Update 2

    Rearranged some of the text, fixed some more errors, and added some missing content.
  3. Misc. Update 1

    Fixed some grammar errors and improved other stuff.

Latest reviews

Very good commentary on general neutral game and simple combos. Could go more into mental game and mix-ups.
Even though I dont play Jiggly, it did show me how to defend against "it" very well. and i sometimes do randoms so maybe i can use some of these tips :)
tough9870
tough9870
Haha, yes I know I said "he" a lot. Jiggly just reminds me of HungryBox
pretty good
Good general guide. But just wondering why do you assume Jigglypuff is "He". Jigglypuff is refered to as it. but other than that good basic guide
tough9870
tough9870
I reffered to Jigglypuff as he because of Hungrybox. I know Jiggly is referred to as "it" but everytime I think of Jigglypuff I think of Hungrybox.
Finally someone brave enough to put out their own puff guide! Very basic info on what Jigglypuff's moves can do, and general tips on when certain rest setups work. Biggest issue is you don't share insight on matchups, her neutral game, flaws that hinder this character in the current meta, and why certain playstyles work and others don't. Props to the frame data link and overall organization of this guide.
tough9870
tough9870
Thank you for telling me. I actually wanted to touch down on those topics, but I had a hard time explaining these in the first place, plus I tend to get lazy. In the next few days I'll be updating my guide. Hopefully you'll feel more satisfied with my guide.
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