- Game Versions
- Smash 3DS, Smash Wii U
Hi all! I know what you're thinking: why is there a guide on a worthless move and its worthless customs. You're wasting your time author! You already talked about a worthless move in a guide, but now this has gone too far! NO ONE WILL EVER USE THIS MOVE IN COMPETITIVE PLAY!
Well, this does seem true, for now. All beginning Jigglypuff players use this move, and hope to put their opponent to sleep. Than they can use a smash attack or rest! However, it's easy to get punished by this move because the hitbox isn't very big. You also stand still for a long time, so a fully charged smash attack can come you're way! Because of this, as Jigglypuff players learn, they no longer use this move, pretty much ever. People who first play Jigglypuff also try to use this move as recovery by accident, because this move uses the same commands as a recovery, and since there still, they just sing to their doom. This move actually turns players away from Jigglypuff! So hiw could there be use?
I'll tell you, but first an analysis!
Sing:
This move is famous for imitating Jigglypuff's sing from the Pokémon anime. It works very similar! Jigglypuff sings for a while, and if anyone is on the ground, and in the hitbox of sing, they'll fall asleep. Their sleep time depends on their percent. Sometimes you have over 3 seconds, or only about half a second of sleep time. Half a second will be worthless, because your opponent will wake up before you're done singing, making it impossible to punish them, but 3 seconds gives you a lot of time for a punish. It will have no effect on airborne opponents, and if used in the air, you will be still and just fall while singing. This move doesn't deal any damage, and the hitbox is slightly bigger than it looks.
Great! You know the move! So how can this be used ever? What's the purpose. Well, the purpose doesn't change from a beginner's perspective. If you hit this move, you can punish, and that's what you're going to do. But you're next question isn't on how to punish is it? You want to know when you have a good amount of time to punish!! Well, before, I would say around 40%, but ever since the update (1.08), I've been given good amounts of time at even 20%! Sometimes earlier if you wish, but since I know you guys want to kill with rest, you shouldn't use the move until your opponent is at kill percent of rest. A list of kill percents is for another guide.
But there still is one problem: how are we supposed to land sing. The hitbox SUCKS! It's better than the other games, but it's still very unreliable! Even after the hitbox disappears you still have some lag!!! Chill out! Like I said before, you can actually combo into sing! You might be asking how, and typing a bad review because this guide is wrong, but I'm not kidding on this one. I'm honestly surprised that no one talks about this, but there are several moves that can combo into sing, each with the same general idea.
Many moves of Jigglypuff's have decent to bad knockback, but enough to make an opponent tumble, or go in tumble animation. And Jigglypuff's trajectory is weird, so even some good players will miss a tech. This leaves then wide open to many things! This also actually really works for sing, because the falling asleep animation will take less time I believe, and you'll be able to have more time for punishing. But what moves make this happen?
Dash attack at ~35-60%. Your opponent should be in front of you, giving a brief time for another attack. I recommend after 35, because your will have less of a chance escaping. At around 60%, you can still do this, but your opponent will be hit sorta far now, so lean off from singing. I suggest somewhere around the middle of this percent range, because you'll be able go kill most characters with rest if out to sleep.
Down tilt: ~34-40%
Highly unrecommended your opponent should be able to roll out at these percent ranges, and the range is so small. Possible, but just don't. This is probably one of the worst options.
Side tilt: ~54-68%
Also unrecommended. Your opponent can DI away from this a little bit, and chasing them down is a hassle. Won't work either, but with no DI it isn't the worst-worst option, because you should be able to get to your opponent before they get up, but DON'T risk it. There are much better options.
Up tilt:
Your opponent should always be able to DI away, or just come back to attack from the air, making this combo absolutely worthless. Definitely the worst option, and you shouldn't try this ever. There is a reason why I didn't include percents.
Side smash: ~20-40%
This isn't the worst option, but also very bad compared to the best options. Yoh should be able to run up and sing, but at around the 40s your opponent can DI away easily. I would also suggest not to so this one, but like the rest mentioned, it's possible to do. This is the only smash attack that really can put the opponent in tumble animation, but Usmash can also do it. Terrible option though.
Nair: ~24-44% (sweetspot) ~38-65% (sourspot)
probably the best option. Nairing at a sourspot will put the opponent directly in front of behjnd you at 20%, making it a good option, even though your opponent will not go into tumble animation. Since it is easy to combo into nair, this also will be probably the option that is given the most.
Fair: ~34-70%
probably one of the best three options, and has a good range. Even at 0%, if you hit the sourspot, your opponent will be pretty much in front of you, giving a good chance for a sing unless they immediately try to escape. The sweet spot will put the opponent in tumble animation, and if they don't jump you should be able to follow up with a sing, even if they try to DI. The same cannot be said at the lower end of the scale though, so try doing this at earlier percents listed next to fair, but it is possible to follow up with sing at the lower end of the scale.
Bair: ~0%!
The most reliable combo for me, but it won't get a kill, and you could get punished. If you bair an opponent at 0% and into the ground, you both will go into lag. You should however get out if it first, and will be able to continue the combo. I normally do up tilt at this point, but you can sing, and get a rest for guaranteed extra damage, it a diffrent combo out of sing. It will certainly get your opponent at high percents!
Pound: ~11-40%
Your opponent should be able to just jump away from sing if you use pound, and they should be able to roll away quicker than pretty much any other move, but If they don't, it seems pretty easy to chase them down. Not recommended!
Rest: ~anywhere that isn't kill percent.
This starter is the most unreliable! Your opponent can jump away, DI away, or punish you while you're sleeping. But if they one day decide to DI toward you, not jump or punish, and just simply stay on the ground as you wake up, you have a chance. Most unreliable!!!
So the combos aren't the best, but nair is a good one only if you practice your combos, and get used to opponents landing in front of you. Even then, you shouldn't keep trying to get sing because most of the time it won't work. But Otherwise, you can't combo into sing really. These are your options, but I'm not saying they're the best for everyone, or even good.
Punishes:
So your opponent is asleep, and you get a free punish! Hooray! Most people will just simply rest here, but you have better punishes. At earlier percents, I just start a new combo to avoid the possible punish of resting, but resting does more damage if you're not comfortable with long combos with Jigglypuff.
I have to caution you on resting, because the hurt box of an opponent is a little weirder. Sime are smaller than others, making if harder to get that rest. It's humiliating if you miss it, because your opponent should be able to wake up in time if you missed the rest (it depends on percents) and punish you! I suggest walking into your opponent for awhile, and then resting once you see Jigglypuff going inside your opponent. If you don't have the space to do it, let's say on a platform, than I suggest something else.
Down smash! Down smash's trajectory goes diagonally down, and a fully charged down smash should give a good opportunity for a ledge guard. They shouldn't even be able to come back to the stage! If there on a moving platform, or a top platform, you should just up smash. Resting should always work though.
CUSTOM #2- Hyper Voice!
This custom is very simple! It's sing, but it attacks! It deals 4% of damage!
The attack doesn't hit by being in the sing area, but rather getting hit by sound waves coming from Jigglypuff. The sound waves travel in a rotating peace sign, ending with four sound waves going in different corners.
This custom also seems to have very good knockback at first, since it sends opponents flying away at 0% (Not as much as eest though). However, the move is almost totally fixed, making opponents not travel much farther by percent. It kills at around 230% at the center of FD! There is a sweet spot however! The sound waves are three lines grouped together, but if the opponent hits the one closest to the outside, it seems to have slightly more knockback, and kills about 10% earlier.
I can see this custom being used for ledge guarding on the stage, but that's difficult because you'll have to time the signs waves, and it might hit the opponent diagonally upward away, instead of spiking, making it a bad ledge guarding option against horizontal recovery. Also the platform on Smashville coukd save them. This does give a good opportunity for ledge guardjng though, since it sends opponents off stage. This move can't be reliably comboed into at any time ever!
CUSTOM #3- Spinphony!
Our final custom! This move has the most amount of lag by far, but can turn opponents around if they touch the hitbox. The move deals 1-2% of damage each time it hits, and sends a wave of some spin force three times! It's similar Mario's cape, but much bigger, and more stationary. I don't belive if can reflect projectiles, but someone please correct me if I'm wrong! This move also has the most startup lag, so if you want to save yourself from an aggressive opponent, you'll need to read their approach. This move also comes out in waves, so in between the waves, you're completely exposed.
The hitbox however is the biggest, and you also can't combo into this move. I can see this move also be used for ledge guarding from recovering opponents, but this move isn't good in all those situations, and because of the wave wait time, makes it unreliable, unless times perfectly.
So which way will you be putting opponents to sleep? Let me know in the forums! I think custom #2 will be used the most in tournament, but I believe custom #1 is the best. If I missed any info, tell me in the reviews.
Well, this does seem true, for now. All beginning Jigglypuff players use this move, and hope to put their opponent to sleep. Than they can use a smash attack or rest! However, it's easy to get punished by this move because the hitbox isn't very big. You also stand still for a long time, so a fully charged smash attack can come you're way! Because of this, as Jigglypuff players learn, they no longer use this move, pretty much ever. People who first play Jigglypuff also try to use this move as recovery by accident, because this move uses the same commands as a recovery, and since there still, they just sing to their doom. This move actually turns players away from Jigglypuff! So hiw could there be use?
I'll tell you, but first an analysis!
Sing:
This move is famous for imitating Jigglypuff's sing from the Pokémon anime. It works very similar! Jigglypuff sings for a while, and if anyone is on the ground, and in the hitbox of sing, they'll fall asleep. Their sleep time depends on their percent. Sometimes you have over 3 seconds, or only about half a second of sleep time. Half a second will be worthless, because your opponent will wake up before you're done singing, making it impossible to punish them, but 3 seconds gives you a lot of time for a punish. It will have no effect on airborne opponents, and if used in the air, you will be still and just fall while singing. This move doesn't deal any damage, and the hitbox is slightly bigger than it looks.
Great! You know the move! So how can this be used ever? What's the purpose. Well, the purpose doesn't change from a beginner's perspective. If you hit this move, you can punish, and that's what you're going to do. But you're next question isn't on how to punish is it? You want to know when you have a good amount of time to punish!! Well, before, I would say around 40%, but ever since the update (1.08), I've been given good amounts of time at even 20%! Sometimes earlier if you wish, but since I know you guys want to kill with rest, you shouldn't use the move until your opponent is at kill percent of rest. A list of kill percents is for another guide.
But there still is one problem: how are we supposed to land sing. The hitbox SUCKS! It's better than the other games, but it's still very unreliable! Even after the hitbox disappears you still have some lag!!! Chill out! Like I said before, you can actually combo into sing! You might be asking how, and typing a bad review because this guide is wrong, but I'm not kidding on this one. I'm honestly surprised that no one talks about this, but there are several moves that can combo into sing, each with the same general idea.
Many moves of Jigglypuff's have decent to bad knockback, but enough to make an opponent tumble, or go in tumble animation. And Jigglypuff's trajectory is weird, so even some good players will miss a tech. This leaves then wide open to many things! This also actually really works for sing, because the falling asleep animation will take less time I believe, and you'll be able to have more time for punishing. But what moves make this happen?
Dash attack at ~35-60%. Your opponent should be in front of you, giving a brief time for another attack. I recommend after 35, because your will have less of a chance escaping. At around 60%, you can still do this, but your opponent will be hit sorta far now, so lean off from singing. I suggest somewhere around the middle of this percent range, because you'll be able go kill most characters with rest if out to sleep.
Down tilt: ~34-40%
Highly unrecommended your opponent should be able to roll out at these percent ranges, and the range is so small. Possible, but just don't. This is probably one of the worst options.
Side tilt: ~54-68%
Also unrecommended. Your opponent can DI away from this a little bit, and chasing them down is a hassle. Won't work either, but with no DI it isn't the worst-worst option, because you should be able to get to your opponent before they get up, but DON'T risk it. There are much better options.
Up tilt:
Your opponent should always be able to DI away, or just come back to attack from the air, making this combo absolutely worthless. Definitely the worst option, and you shouldn't try this ever. There is a reason why I didn't include percents.
Side smash: ~20-40%
This isn't the worst option, but also very bad compared to the best options. Yoh should be able to run up and sing, but at around the 40s your opponent can DI away easily. I would also suggest not to so this one, but like the rest mentioned, it's possible to do. This is the only smash attack that really can put the opponent in tumble animation, but Usmash can also do it. Terrible option though.
Nair: ~24-44% (sweetspot) ~38-65% (sourspot)
probably the best option. Nairing at a sourspot will put the opponent directly in front of behjnd you at 20%, making it a good option, even though your opponent will not go into tumble animation. Since it is easy to combo into nair, this also will be probably the option that is given the most.
Fair: ~34-70%
probably one of the best three options, and has a good range. Even at 0%, if you hit the sourspot, your opponent will be pretty much in front of you, giving a good chance for a sing unless they immediately try to escape. The sweet spot will put the opponent in tumble animation, and if they don't jump you should be able to follow up with a sing, even if they try to DI. The same cannot be said at the lower end of the scale though, so try doing this at earlier percents listed next to fair, but it is possible to follow up with sing at the lower end of the scale.
Bair: ~0%!
The most reliable combo for me, but it won't get a kill, and you could get punished. If you bair an opponent at 0% and into the ground, you both will go into lag. You should however get out if it first, and will be able to continue the combo. I normally do up tilt at this point, but you can sing, and get a rest for guaranteed extra damage, it a diffrent combo out of sing. It will certainly get your opponent at high percents!
Pound: ~11-40%
Your opponent should be able to just jump away from sing if you use pound, and they should be able to roll away quicker than pretty much any other move, but If they don't, it seems pretty easy to chase them down. Not recommended!
Rest: ~anywhere that isn't kill percent.
This starter is the most unreliable! Your opponent can jump away, DI away, or punish you while you're sleeping. But if they one day decide to DI toward you, not jump or punish, and just simply stay on the ground as you wake up, you have a chance. Most unreliable!!!
So the combos aren't the best, but nair is a good one only if you practice your combos, and get used to opponents landing in front of you. Even then, you shouldn't keep trying to get sing because most of the time it won't work. But Otherwise, you can't combo into sing really. These are your options, but I'm not saying they're the best for everyone, or even good.
Punishes:
So your opponent is asleep, and you get a free punish! Hooray! Most people will just simply rest here, but you have better punishes. At earlier percents, I just start a new combo to avoid the possible punish of resting, but resting does more damage if you're not comfortable with long combos with Jigglypuff.
I have to caution you on resting, because the hurt box of an opponent is a little weirder. Sime are smaller than others, making if harder to get that rest. It's humiliating if you miss it, because your opponent should be able to wake up in time if you missed the rest (it depends on percents) and punish you! I suggest walking into your opponent for awhile, and then resting once you see Jigglypuff going inside your opponent. If you don't have the space to do it, let's say on a platform, than I suggest something else.
Down smash! Down smash's trajectory goes diagonally down, and a fully charged down smash should give a good opportunity for a ledge guard. They shouldn't even be able to come back to the stage! If there on a moving platform, or a top platform, you should just up smash. Resting should always work though.
CUSTOM #2- Hyper Voice!
This custom is very simple! It's sing, but it attacks! It deals 4% of damage!
The attack doesn't hit by being in the sing area, but rather getting hit by sound waves coming from Jigglypuff. The sound waves travel in a rotating peace sign, ending with four sound waves going in different corners.
This custom also seems to have very good knockback at first, since it sends opponents flying away at 0% (Not as much as eest though). However, the move is almost totally fixed, making opponents not travel much farther by percent. It kills at around 230% at the center of FD! There is a sweet spot however! The sound waves are three lines grouped together, but if the opponent hits the one closest to the outside, it seems to have slightly more knockback, and kills about 10% earlier.
I can see this custom being used for ledge guarding on the stage, but that's difficult because you'll have to time the signs waves, and it might hit the opponent diagonally upward away, instead of spiking, making it a bad ledge guarding option against horizontal recovery. Also the platform on Smashville coukd save them. This does give a good opportunity for ledge guardjng though, since it sends opponents off stage. This move can't be reliably comboed into at any time ever!
CUSTOM #3- Spinphony!
Our final custom! This move has the most amount of lag by far, but can turn opponents around if they touch the hitbox. The move deals 1-2% of damage each time it hits, and sends a wave of some spin force three times! It's similar Mario's cape, but much bigger, and more stationary. I don't belive if can reflect projectiles, but someone please correct me if I'm wrong! This move also has the most startup lag, so if you want to save yourself from an aggressive opponent, you'll need to read their approach. This move also comes out in waves, so in between the waves, you're completely exposed.
The hitbox however is the biggest, and you also can't combo into this move. I can see this move also be used for ledge guarding from recovering opponents, but this move isn't good in all those situations, and because of the wave wait time, makes it unreliable, unless times perfectly.
So which way will you be putting opponents to sleep? Let me know in the forums! I think custom #2 will be used the most in tournament, but I believe custom #1 is the best. If I missed any info, tell me in the reviews.