• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

[Moveset Scale] Jigglypuff: Is She Worth Your Time?

NarukamiSSB

Smash Rookie
Joined
Apr 26, 2015
Messages
24
Location
Charlotte, NC
Hello SmashBoards! This is Narukami here to tell you about Jigglypuff's moveset! I will be doing a basic analysis scale in which I will be ranking her attacks from 1-10. 1 being to use the least, and 10 being to use to your advantage the most. Does that make sense? Good! Let's get started!


:GCA:Basic Attacks:

Jab(5) – This move is decent, as it is quick and easy to push off an opponent. It can be followed by a pound, and it can jab reset.

Dash Attack(7) – This move is very good in this game. It was high knockback, decent end lag, and good damage. If your opponent is lightweight at a high percentage, this is a very reliable move.

Forward Tilt(7) – Her forward tilt is a good combo ender, and it has very good knockback. Not much to this move, honestly.

Up Tilt(6) – Good combo starter. Can’t combo into a Rest kill (it can combo into a flower-head to rack up damage) like Melee or PM. Good knockback, decent damage.

Down Tilt(4) – Though this move is powerful, it is very slow and has high start up lag. Hit has horizontal knockback. Use when necessary.


:GCA::GCX:Aerial Attacks:

Neutral Air(9) – This move is phenomenal. It is essential when spacing, and the sour spot makes it very easy to gimp characters with below-average recoveries like Captain Falcon and Little Mac. The sweet spot does massive knockback and can kill from across stage.

Forward Air(8) – Wall-of-Paining in this game is the easiest when using her fair. It has small knockback at low percents so it’s easy to combo with it.

Up Air(6) – Good for juggling and can kill at medium-high percents depending on the ceiling.

Down Air(4) – High landing lag, and good damage. Not too much to say.

Back Air(10) – This is her most fundamental aerial kill move. You HAVE to use this move to your advantage. It has very high knockback, range, and damage. It has decent landing and end lag, but has a good amount of start of lag. This is her #2 kill move, and it is ESSENTIAL that Jigglypuff mains use this move.


:GCB:Specials:

Neutral Special(4) – This move has been rarely used since it’s debut. It is a disrespectful kill move, but can be a kill move none-the-less.

Side Special(8) – Pound’s range has been nerfed a lot in this game. It is still a good kill move as well. It sends opponents straight up and kills at fairly high percentages. It can be used in mind games and baiting as well.

Up Special(3) – Don’t use this move against fast characters. Ever. The only times you should use this move is when you absolutely know you will hit it, and they are at a high percent. It can be followed by Rest, and can be ledge-cancelled at a ledge.

Down Special(10) –Rest is her most fundamental special and her #1 kill move. MY problem with the move is that since it sends opponents straight up, they can come back to the stage easily if it doesn’t kill. If used offstage, there is a good chance there will be a Star-KO and Screen-KO, and you may end of dying first. Rest kills most characters from around 45-60%. If the move doesn’t kill, the opponent will have a flower on his/her head for around 15 seconds for a total of 35-37%, and Rest itself does 20%. That’s an easy 50% of damage on your opponent! I would recommend searching Rest setups and combos.


I hope you interested Puff mains can learn something from this! I worked very hard on this list! This is my first major thread/guide for the Puff herself! Make sure to leave comments, opinions, and corrections if you can!


-Narukami
:jigglypuff64::jigglypuffmelee::jigglypuff::4jigglypuff::039:
 

Drevis2

Smash Apprentice
Joined
May 6, 2015
Messages
159
Location
North Carolina
NNID
drevistwo
3DS FC
4613-8582-9190
Don't forget, Jigglypuffs side special is really good for breaking shields! I also learned that if you use your forward smash at certain times, because it comes out slow, sometimes the opponent won't expect it, if you use it after a normal attack at least...
 

TSKHAN

Smash Cadet
Joined
Apr 5, 2015
Messages
35
Her d-air is at least a 7, with potential of being a 10 in future. The shield pressure and combo potential it gives is enormous, only problem is that it's bloody difficult to control. When people get better that will change though.

Her u-air and u-tilt are at least a 7/8. They are her only easy combo starters right now other than sourspot f-air which is situational.

And like the guy said, jab doesn't jab reset, f-tilt does. (and i think downsmash)
 

Jiggly

Drop the mic, cause these fools sleeping on me
Joined
Apr 17, 2014
Messages
2,021
Location
The FBI Surveillance Van outside your house.
NNID
Jiggly101
Dair has high landing lag, but that's why you full hop it. Great pressure, amazing offstage presence, and a decent combo starter. If you use the move right, you shouldn't get landing lag.
 
Top Bottom