Bored, so my thoughts.
- Gets KO'd the fastest in the game- Paper-like weight combined with no game breaking way to momentum cancel (G&W's bucket for example) means she's going to be dying early.
Yes. She has to play like Wario and avoid attacks. However, her aerial range is better (not so good fast fall speed, though) and uses her aerials in a different way than Wario. 2nd fastest aerial speed helps too.
- Slowest running speed (This isn't too bad though since you will be spending most of your time in the air)
There aren't many reasons to run, but she has a good dash grab I hear.
- KO’d if shield breaks (This should never happen)
Yep, should never happen. And she'd die anyways.
- No up B recovery- you must use your jumps wisely!
Only issue with this is getting spiked or footstooled, but not much of an issue otherwise, since pound helps.
- Having good DI and momentum canceling with her is mandatory. If you lack these, expect to be KO'd at ludicriously low %s. I'm talking 60-80% depending on stage.
Maybe 60-80 to Ike's usmash or PatG DI. Best way to horizontal momentum cancel is bair to pound. Vertical is bair afaik.
- Having good spacing is important so she will not get shield grabbed with her aerial approaches, which she is going to be relying on a lot to build damage.
Shield grab is not an issue at all, but attacks out of shield. Jigglypuff is good at crossing over from front to behind on people pretty easily, which helps.
- Poor range, small hitboxes on nearly everything
Her range is actually pretty decent, and her aerial speed helps it even more. It's just that her hurtboxes stick out on some moves. That's why you use bair if you want to retreat your hitbox more. Her aerial speed makes up for lack of range at times.
- Precision is required for her nearly all her KO moves (In order of hardest to easiest to sweetspot or connect: rest, f-air, f-smash, dash attack.)
Sourspouts can easily setup sweetspots. Sourspots also give you tons of damage %.
- Limited options on the ground
Limited but not quite that bad. She has decent out of shield options, an amazing grab, and decent aerial attacks. Dash attack has its situational uses.
- D-smash and D-tilt are nearly useless. You might as well play Jigglypuff pretending you don't even have those two moves.
True, but a lot of characters have useless moves. They're at least somewhat situational near the edge, but I probably wouldn't use them.
- Failure of reliable kills <- This is a big one
She can get a hit, but if it doesn't kill things get stale. It's pretty bad but it's not that bad since she can get a lot of % on people even at higher percents with sourspots.
- Few true combos, most are situational and depend on how opponent DIs or reacts. This means you will have to work harder to build damage with her.
You can easily frame trap by hitting with the end of a sourspot aerial. A lot of her aerials last 8+ frames also, which can cover air dodge and other maneuvers better.
- Although she has a very generous grab range and nice damage output, her actual throws have virtually no combo or highly limited follow up potential.
True as long as they DI correctly. But this is true for almost all characters.
- Mostly poor to unwinnable matchups; you’re going to have to really play better and smarter than your opponent if you expect victory.
Disagree with a lot of people on her MUs so I think my own thing regarding that.
- Essentially outclassed by other characters in the game, meaning they can do what she can do better, safer, and with MUCH better match ups. Such characters include Kirby, Wario, and Meta knight.
Jigglypuff's playstyle is a unique twist of Kirby and Wario at certain parts, as well as quite a few other aspects. It's entirely different. They're just better characters so this argument can be used for any character.