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Jigglypuff Character Guide

Blue Yoshi

Smash Master
Joined
Mar 3, 2008
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Jake is definitely dropping Yoshi
Here is a Jigglypuff character guide. As you can see, it is incomplete at the moment. Here is what I plan to have in the finished copy:

1. Introduction (description of Jigglypuff in smash, general advantages / disadvantages, etc.)

2. List of moves (every move, damage done by each, killing percents, use, and usefulness rating).

3. Learning the Combos (for beginner puff players, teaches how to do the combos)

4. General guide for comboing (for advanced puff players)

5. Matchup information on each character.

Well then... onto the guide:



1. Introduction

Jigglypuff is a strange character. Many of her properties are unique. Her combos are fairly easy to perform, but her attack range is limited, making it hard for her to start her combos. Due to her limited range and priority, most puff players play defensively, staying back until the opponent makes a mistake.

Pros:

-Can combo most characters easily
-Has many 0-death combos on various characters
-Can start a combo with many different moves
-Has excellent killing moves (rest, up-smash, up-air)
-Can edgeguard many characters easily
-Has 5 Jumps and Rising pound for recovery
-Small Target, making Puff hard to hit
-Can dodge projectiles easier than most characters.
-Too light for some characters to combo easily.

Cons:

-Lightest character in the game, allowing her to die at low percents
-Easy to edgeguard
-Poor range on most attacks
-Miss a rest, and you get punished
-Broken shield kills puff off the top of the screen
-Has no projectile

Note: This guide is mainly geared towards beginner players. I tried to make it work for both beginners and advanced to the best of my abilities...

2. Moveset

Note:
-Damage is measured by maximum damage the move can make. More damage measurements coming soon (weak hit, stale moves, etc.)
-If opponent is lying on ground, damage on first hit is cut in half, rounded up.
-If a move is used many times, it's damage dealt decreases (stale moves).
-Killing percent indicates the percent needed for this attack to kill a mario from the centre of dreamland (ground) with no di. I used a human mario and did not touch anything. A kill is either dying from the top or from the sides.


Standard Attacks




Jab

Damage:
-1st hit: 3%
-2nd hit: 4% (you have to hit a again)
-Total: 7%

Kill %: Does not kill.

Description:
Jigglypuff punches her foes twice, dealing little damage and causing little knockback.

Use:

Jab is a quick move. If your opponent is in front of you, you can jab them (obveously). This can be useful if your opponent missed an l-cancel or tech, or is waiting for the cooldown of a laggy move. It's fast, and will hit them before they can do anything about it.

One advantage of jab is that you can follow it up with a grab. Note that you must be very fast, or your opponent can get out of it. If you do successfully pull this off it's a bit of free damage on your opponent, plus a grab. What more could you ask from such a simple move?

If your opponent does not suspect it (and thus does not react on time to escape), you can use a fast strong attack after a jab. This can be useful if your opponent is near the ledge, as it can send them away, often to their death. However, grab is most often your best choice, since your opponent has less time to react, less window of opportunity to escape, and you can up-throw to start / finish combos, or backthrow to edgeguard them.

Combo follow-ups: Grab




Dash Attack

Damage: 10%

Description:
Jigglypuff runs and slides head first into her opponent, dealing decent damage and causing decent knockback.

Use:

Since Puff's general play style is fairly defensive, this can be used as a surprize attack. If done near the edge, the opponent can be sent off the edge, resulting in an edgeguard situation. However, if Puff misses, or the opponent shields, then it can easily be punished for high damage or a kill. The dash attack does not lead to any combos.

It is definitely not a good idea to run across the stage towards your opponent to dash attack (obveously). If possible, forward smash would be a better choice than dash attack, since it's range and duration are the same as the dash attack and it sends the opponent farther (and can kill). However, if you are already dashing, or the opponent is too far away to hit with the forward smash, then dash attack is better. Just use it cautiously, and do not overuse it, or you will be punished.

Combo follow-ups: None





Tilts


Side-Tilt

Damage: 8%

Description:

Puff stands still and kicks in front of her dealing low damage and low knockback.




Up-Tilt

Damage: 10%

Description:



Down-Tilt

Damage: 10%

Description:



Smashes


Forward Smash

Damage: 16%

Description:



Up Smash

Damage: 18%

Description:



Down Smash

Damage: 16%

Description:



Aerials




Neutral Air

Damage:
14% first frame
9% otherwise

Description:



Forward Air

Damage:
13% first frame
9% otherwise

Description:



Back Air

Damage:
13% first frame
9% otherwise

Description:



Up Air

Damage: 16%

Description:



Down Air

Drill: 3 dmg per hit, max 10 hits, 30 dmg total
Land: 3 dmg

Description:



B Moves




Neutral/Side B

Damage: 13%

Description:



Up B

Damage: none
Effect: Puts opponent to sleep

Description:



Down B

Damage: 20%
Effect: Jigglypuff is asleep for 4 seconds

Description:



Other Attacks




Edge Attack

Damage: 4%

Description:



Grabs



Grab

Damage: 0%
Effect: Jigglypuff grabs the opponent

Description:



Forward Throw (aka up throw)

Damage: 14%

Description:



Back Throw

Damage: 16%

Description:




3. Learning the Combos

Now for the moment most of you have been waiting for: What combos does puff have? Well, I thought I'd start with the basic ones for puff beginners, and slowly make our way towards the more advanced combos. Note that most of these combos are dependent on your opponent's character and percent.

A note about the combos: Whenever down-air is used, it can be L-Cancelled or not. Both have different effects (non L-cancelled does one last hit that knocks the opponent upwards, while L-cancelled has no effect on the opponent).

For players just starting puff, or simply learning to combo, I recommend you start from the first combo and work your way down. There is no way you will be able to pull off any advanced combo if you can't do any of the first ones.

I have split the combos up into "steps", so that beginners can follow through each step, thereby learning the basics before the complex. This section is basically made for beginners to learn the combos. Advanced players can skip through the combo titles. I will have a list at the end of the section of the major combos used in advanced play, and what characters they work on.

It may be worth noting that I say up-throw instead of forward throw, since it is, effectively, an up-throw.



Step 1



1. Down-air to Rest

Probably the most obveous and simple combo puff has. Most beginning puff players have probably figured this one out. I started with this combo since it is probably the easiest to pull off, therefore a good starting point for beginners. The best part about this combo is that it works at all percents (0-999) when L-Cancelled. This combo works on every character at every percentage.

I would recommend L-cancelling the down-air, since at higher percents, the non L-Cancelled down air will send the opponent too far upon landing. Since L-Cancelled down-air works on all percents, I would recommend sticking to this.

The damage done by this combo depends on how many hits you get with the down air. Each hit gives 3 percent, with a max of 10 hits when L-Cancelled. Rest, when un-stale, deals 20% damage, meaning that you can get a maximum total of 50% with this combo! However, it not likely that you will hit with every hit of the down-air. In the end you'll end up dealing somewhere between 30% and 50%, and send them far enough away from you that you will not be punished for rest.

Another note: This can be a 0-death on lighter characters near the edge.

Use in match:

For a beginner puff player, this combo is excellent. It is simple to do, and easy to pull off against a weak opponent. Due to the fact that it works at every percent and that it can kill at relatively low percents, it is an excellent starting point for a beginner. As the player's and opponent's skill increases, this combo becomes obsolete. Advanced players can DI out of the combo, resulting in a missed rest. Lucky for puff, there are ways around this, which we'll be getting to soon.

Summary:

This is an excellent beginner combo. It deals lots of damage and can kill at low percents.

If you are a beginner puff player, I recommend that you stick to this combo only for now. Use it in matches, against cpus or humans. Remember, diving right into the complex combos too early will only spell disaster.



Step 2

For beginner players, I recommend that you go through these combos in order (2, 3, 4, 5). Individually, combos 2, 3, and 4 are not very useful in a match, but put together (as in combo 5), it can deal a large amount of damage. I would recommend players go through the entire step 2 in one shot, as these combos are not useful until they are put together in step 5.



2. Up-tilt to Up-tilt (Up-tilt chain)

Ah, the famous up-tilt combo. Many characters have this combo (most notably Link, Ness, Kirby and Pikachu). Puff can string up to 4 or 5 of these in a row... depending on how your opponent di's. This can be a quick 25-40% on your opponent. This combo, however, works at the mid-percent range, meaning if your opponent's damage is too high or too low, it may not work. By the end of this step, this should no longer be a worry.

Use in match:

This combo does deal a good amount of damage, but is not very useful alone. It is useful when it is used in the middle of a combo.

At an advanced level, this combo can be used if the puff player messes up another combo, as it gives the puff player a few more hits.

Summary:

This combo should be combined with other combos. It is very easy to learn (hold up and press A continuously). Once this is learnt, go to the next combo.



3. Down-air to Up-tilt

This may be a bit strange at first, but once you get the general idea, this is a fairly simple combo to perform. This is a very useful combo, especially used at higher levels of play (it is used as a "middle combo"). For the sake of simplicity, we will stick to the simple follow-ups for this combo in this step.

Use in match:

This can be used as a combo starter or to continue a combo. It is very useful at every level of play. This combo can (and should) replace the down-air to rest combo learned in the first step, as it is more reliable and is less likely to miss. This combo can lead to many combos.

Summary:

Learn this. It is vital for your puff's success. Once mastered, move on to the next combo.



4. Down-air to Up-tilt chain (combo 3 - combo 2)

Down-air is an excellent lead in to Up-tilt. This combo can usually connect no matter how much your opponent di's (unless they have super-human reflexes...). This combo deals a fair amount of damage. The down-air deals enough damage that the up-tilt chain (combo 2) will work.

Use in match:

As Down-air is a commonly used combo starter, this is an easy way to get to an Up-tilt chain. This combo can lead to a whole bunch of combos. At advanced levels of play, usually only a single up-tilt is used, then followed up by a powerful move.

Summary:

Very useful. Commonly used in advanced play. Definitely a must for any puff player. This combo is usually finished with a strong attack, an example given in step 5:



5. Down-air to Up-tilt chain to Forward Smash

This is a useful combo for beginners. Nothing too extreme here, all very simple once you get used to it. This is simply a combination of combo 4 plus a combo finisher (Forward Smash). Definitely an easy combo to learn. The idea of this combo is to use Forward Smash when the next up-tilt doesn't look like it will hit. The result is the maximum number of up-tilts that can be chained in succession, followed by a forward smash or other strong attack.

Use in match:

For beginners, this is an excellent combo. Down-air is a common combo starter, and the transitions can usually be done successively. The only possible miss can come from the forward smash if you're not fast enough, but other than that, it is a good combo that can deal 40-60% damage and is more reliable than the Down-air to Rest combo in step 1. Forward smash should send your opponents off or near the edge. Basically an excellent combo for beginners.

Note: if the opponent's damage is too high, up-tilt will send the opponent too high for another up-tilt or forward smash. If this is the case, the best course of action for the moment would be the simple down-air to rest in step 1.

For advanced players, this combo can be used when they mess up the up-tilt portion of this combo. It is an easy escape route that deals lots of damage and sends the opponent away. I guess we could call this our "mess-up combo". I use this alot whenever I mess up my combos.

Summary:

This combo is fairly simple, deals alot of damage, and sends the opponent away. It is a useful combo for beginners. Advanced players can use it as a last resort if they mess up.


This is the end of step 2. I would highly recommend learning this step, as these combos are used regularly in advanced play. Since this is a simple combo to perform, and is used in advanced play, it was a good one to put in after the basic down-air to rest combo. For further steps where up-tilts are involved, if it is obveous that your next intended attack will not connect, this is a simple combo to perform to deal more damage. You must learn this step before moving on, as parts of this step are used throughtout the other combos.



Step 3



This is a very useful combo. It may be hard to pull off, but once you can get it, you will net more kills much more easily.



6. Up-tilt to Rest

This may be a little difficult for a beginner puff, but hopefully you've played puff enough that it will be easier. This is a very useful combo, and can be used alone, or to end a combo. Definitely one to learn, as it will make your puff that much better. The tricky part of this combo is that you must jump into a rest (up-tilt, followed by a short hop or full hop towards the opponent, followed by rest). It may take a bit of time to hit this combo successfully, but once you can, it can really help your puff.

A note: This combo may or may not work, depending on your opponent's percent. If their damage is too low, they won't go high enough. If their damage is too high, they'll fly farther away. However, if they do fly too far to hit with one jump, use another jump to get to their height. The best part about this combo is that it can kill someone at low percents.

Use in match:

First off, up-tilt sends your opponent in an upwards direction. Depending on their percentage, they could be at a perfect height for a rest. Hitting with the up-tilt makes hitting with the rest much easier than just rest alone.

When the opponent is right behind you (or dodging around you *COUGH* lvl 9s *COUGH*), you can perform an up-tilt, which should hit. After that (assuming they are at an appropriate percentage), you can hit them with a rest. It's a simple way to hit an opponent with a rest, and depending on your opponent's damage level, it can even kill them!

The main reason why up-tilt to rest is soo good is that if you miss the up-tilt (from opponent shielding or just plain miss), there's barely any ending lag, meaning you will go un-punished.

Another use is to use it to end a combo, which we will be getting to next... :)

Note: At an advanced level of play, this combo is used often, whether it is done alone or to finish a combo.

Summary:

Very useful. An excellent way to punish someone trying to roll behind you (cpus...), or to get a quick hit to rest on someone behind you. It's most obveous use is to end combos, as is done in the next combo:



Down-air to Up-tilt to Rest

Once you can down-air to up-tilt, and up-tilt to rest, why not combine them together?

Down-air is probably one of the easiest ways to start a combo with puff. Using up-tilt after down-air is a safer choice than using rest, and you are more guaranteed to pull off an up-tilt to rest combo than you are a down-air to rest. This combo can kill your opponent depending on their percentage.

Use in match:

to be continued later...

Summary:

-









Currently working on: 3. Learning the Combos (for beginners)
 

Wenbobular

Smash Hero
Joined
May 26, 2006
Messages
5,744
You can't really do killing %, because they're kinda ... character/stage specific. Even putting up a range is difficult.

Anyways, good luck with your guide.
 

NixxxoN

Smash Master
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Short jiggly guide

1) camp
2) hit your opponent with dair
3) fthrow, dair again, utilt utilt utilt, rest, KO.
4) repeat
 

Blue Yoshi

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Jake is definitely dropping Yoshi
I was going to do killing a mario from the center of dreamland (melee and brawl have their percents from killing mario at the center of Final Destination).

And yes, I probably should have waited till it was finished :p
 

Wenbobular

Smash Hero
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Dumb combos involving lots of drills and uptilts are relatively easy on opponents who can't DI
 

Blue Yoshi

Smash Master
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Jake is definitely dropping Yoshi
o.O
0-death on mario? That's hard with jiggly
I know. That's why I put most instead of all characters. They do exist, but either require no DI from mario (e.g. training mode), or Mario must DI into the hits (which would not happen... unless it's a joke match...). Mario is one of the harder characters to 0-death, but it is possible... just not as easy as Pika or Ness :p

Edit:

Looking at the guide... basically my entire update was lost. I got to a database error screen (on every smashboards page). This is the same thing that happened when I did my amazing post in the character matchup discussion:

"I don't know the matchup. Sorry"

The first time was funny (I think everyone laughed when they saw it)... but I lost alot of my update because of it. I had the entire moveset description done, along with a little blurb on each attack, with when to use it, what it combos to, etc.

Well, time to do it all over again...
 

Blue Yoshi

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Jake is definitely dropping Yoshi
you mean jab?

Jab to Grab does work, but the opponent can get out of it. I just tested it at many percents, and when the other character (Pika was my testee) holds Z after getting jabbed, the shield comes up before the grab, meaning they can do something to stop it (like jab or roll or maybe even jump away, or in pika's case, up-b). I'll put it in there because it is possible, yet it is avoidable.

Still, bottom line is that there are better options.
 

DemonicInfluence

Smash Ace
Joined
Jun 11, 2007
Messages
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Wait there's a difference between tap and jab?

I agree that there are better stuff, just putting it out as an option. I don't think it deserves 0/5...
 

Blue Yoshi

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Jake is definitely dropping Yoshi
changed to 0.5/5. It definitely is not worth 1/5, but I do agree that it can be useful if done correctly.

As I continue going through the guide, the numbers may change (at the moment I have dash attack as 1/5, but it may go up a bit... maybe to 2/5).

Edit:

Tap has many meanings:

tap jump (jumping with control stick)
you tap the control stick for smashes

I think neutral A attacks are referred to as jabs, but I may be wrong.
 

Daedatheus

Smash Lord
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Jiggs dies at like 60 or less from an upsmash though :laugh:
50 percent, actually, from Mario and Fox's upsmashes.

Also, 35 percent from Luigi's up+b, on the ground.

Provided that the moves are fresh and not staled out, of course!

And that should definitely be in the guide - the con of how easy it is to kill Jiggs at low percents. Perhaps more of a matchup thing, but Jigglies need to be careful about getting "gimped" off the top of the stage.
 
D

Deleted member

Guest
Don't forget the teleport

It works pretty good as an approach with neutral-air


Also you highly underrate the jab. I assure you it is not worth a 0.5 / 5. It's one of the quickest jabs in the game and has some utility to Jiggly's game.

You just aren't close enough for a grab but your jab reaches them. If you run up closer just a tiny bit that extra time it takes could cost you. What do you do? Jab. While they reel in pain from jiggly's tap, you are free to then grab them.

Also, double jab is decent as a panic move at more higher percents as long as you can make a getaway afterwards. It often knocks close opponents just away enough to prevent getting grabbed (sometimes) and doesn't have the delay that most characters suffer.

What i'm trying to say is there are situations when its better to jab then grab. Blindly grabbing isn't the best approach always (more so for some characters like Samus in my opinion). Throwing certain characters is like giving them freedom from drill combos to their death.

It's all relative to whatever you place the other scores at, but if you put moves like forward-tilt better than jab then something is wrong

I'd put it at least at 1.5 or 2 out of 5
 

Blue Yoshi

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Jake is definitely dropping Yoshi
I was planning on putting the "up-smash at 50 kills" for the individual matchups. And thinking about it, I think everyone knows the moves well enough, so I think I'll do that last. Everyone's probably wondering why I haven't done that earlier...

I'll either do combos next, or some individual matchups. I'll probably start with the matchups that have been discussed in the matchup discussion thread, since those are already done, and we have more or less reached a consensus on what Puff's advantages and disadvantages are in those matchups. DK and Falcon are done already, and Fox is being done as we speak.

Other than that, I think I'll discuss the standard combos, from the simple down-air to rest to the more complex 0-death combos.

If there's anything you guys think should be included, whether it's before I put it in or after, post it, and I'll put it in... unless it's completely wrong...

Edit:

I tested the jab vs grab for a while. They both have the same range, while grab ends just before jab. For the timing, I used a computer, set the grab of one character be the same as the jab of another. right after pressing the grab/jab button, I held shield, and the grab always broke first (one stock match, grab dies first). As for distance, I tested putting a character a set distance away from puff, and tried jab and grabs. There was never a distance where jab failed but grab worked, or vice versa.

I'll change it as you suggested, but the difference between grab and jab is very minimal.

Edit # 2:

I think I'm being way too technical. When I tested jab - grab (opponent shields after jab), the shield did come up, but the timing for an escape if done perfectly is probably so minimal that it can be considered unescapable. I'll edit the move description as well, since it does have a use (and a good use).
 

ShellFall

Smash Cadet
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i dont know if this was already said but also her in air recovery from being hit is great because she is so floaty. she can be difficult to combo at times with certain characters.
 

Dylan_Tnga

Smash Master
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Why go into detail for combos my 9 year old brother in law can do?

Dont tell people to drill to rest, DI ruins that and makes you sleep and then you DI-e. not di. Die.
 

Blue Yoshi

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Jake is definitely dropping Yoshi
Ok, yeah... I did not put my notices in the right place :p

Section 3 (the combos I'm doing) are for the absolute beginner puff players, basically those who have never played puff or smash 64 altogether. Section 4 are for the real combos. But yeah... I think I may just scrap the section 3.

Lol my first guide, and I'm not doing too well :p
 

Blue Yoshi

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Jake is definitely dropping Yoshi
I'm starting to wonder if I'm the best person to be making a jigglypuff guide... first off, this is my first guide, and I've made many mistakes (at this rate, it'll be done after Vancouver 2010). Second, lots of people seem to know more about jiggs than I do.

There are a lot more better Jiggs players than me, who know more about the matchups, combos, moves, advanced techniques, etc. I use puff on the keyboard well (though I don't use short hop, so I won't be able to help with any short hop combos etc.), but suck with puff on controller (so I can't help with any controller-specific advice, which is used for in-person tournaments etc.).

Plus, with school work (University), I won't be able to focus on this too much...

If anyone wants to make the guide, go for it. Just let me know so that I don't continue this guide for nothing. If no one wants to, I'll continue doing it... although I'll need alot of help, either by editing or by taking your writing and putting it in the guide. If I do go through with it, I'll put at the top "made by the 64 smash players of smashboards" or something like that.



EDIT:

Seeing no response, I'll continue the guide. Feel free to help me out :)
 
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