Smash Bros Ultimate Jigglypuff

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Mel Drury

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Jul 18, 2024, 2:25:09 AM7/18/24
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Jigglypuff is a good character for people who like to play a harassment game with jumping. Her air mobility control is among the best in the game if not the best, and she has great air normals to go along with it.

smash bros ultimate jigglypuff


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Using her jumps and air speed, you'll want to bait shield grabs or attacks from the opponent by drifting in and out with Fair/Nair/Bair. If you get a read on your opponent's shielding habits, you can punish with Nair (the most active), and go from there.

Her ground movement is much slower than her air movement, but she has some key moves that she can use on the ground.
Empty jump->grab: a great trick when your opponent starts playing very defensively.
Jabs->Grab: not a true string, but it can catch players off guard.
Ftilt: A decent poke
Dtilt: A good poke while also lowering Puff's hurtbox by quite a bit. This really helps in some matchups like Wii Fit Trainer.

Finally, Rest. Rest is a great punish tool that can KO at around 60 or more based on the opponent's weight. Most smashes can be punished with Rest if they are shielded or whiffed. Another good time to Rest is if the opponent is knocked down and gets up with a getup attack as that has a lot of recovery. (Punishing other options is possible, just harder to react to and time).

The fact that Jigglypuff is the bottom tier is completely beyond me. So many of her "unfavorable" matchups listed on here I absolutely enjoy. Regardless of my bias, I'm going to focus specifically on a move that everyone seems to be ignoring: ROLLOUT

Among nearly every strategy guide related to Jigglypuff says to "avoid rollout at all costs". But why? Rollout is one of Jigglypuff's most powerful moves. It deals 14% damage fully charged, and is a move that many players are not used to seeing. The downside that everyone likes to point out is that it is very easy to avoid because of the charge time, but in that regard the same could be said about charging smash attacks. The key to both is to bait your opponent into a situation where they are unable to avoid it.

It kills players at, or slightly above 115-120% damage, and near the ledge it can kill lighter characters at 100%. Pretty good stuff considering that Jigglypuff's backair, her most powerful aerial, only guarantees a kill at 130%.

You don't have to fully charge it to get the desired effect, in some cases it would be really unwise to charge it up all the way. A half charged rollout won't give you a kill most of the time, (unless they're at a REALLY high percentage) but it does work as an extra hit to a string of aerials

Characters with a counter move, like Ike, Greninja, Corrin, etc, will oftentimes use it when they expect to be hit by rollout. Something you probably didn't know, is that there's a way to use rollout where you can roll past your opponent WITHOUT hitting them:

When you change directions, Jigglypuff slides quite a bit forward before accelerating in the opposite direction. The hurtbox of the move during that period of turning around completely disappears, and if you change directions right in front of your opponent, you simply roll past them, and hit them from behind. Although, I've found it incredibly difficult to time, so I developed a technique to make it a little easier.

While you are mid rollout, hold the joystick in the direction jigglypuff is facing. Before hitting your opponent, roll the joystick from that position, to the bottom, and then to the opposite side in a somewhat "U" shaped fashion. This will avoid the counter your opponent throws out, and still land the hit.
This technique can be performed multiple times in the same rollout, and will most likely be able to last long enough for their counter to fail. An exception, however, would be Shulk, who's counter lasts a ridiculously long period of time, in which case you may just have to avoid hitting him until rollout ends.

Rollout also breaks shields. Pound can almost* break a shield, but not to the point where it's very effective, or even worth trying to do on its own. Rollout, however, CAN break shields on its own. Try to break your opponents shield if you notice them using shield as their main defensive option.

Jiggs is super good character , people who dont know how to use her/him think she is easy to defeat me as a main of jiggs is very easy to win against other players , people who use very easy characters and hevy weight seem to have a bad impression of jiggs because pf how fast u can kill jiggs if a player cant use her , one of the things that they could change is the roll or hold b , to metronome random power just like mr.game&watch , roll is very use full when oppnents are very high damage or ur little mac xD , other than that metronome will help for jiggs to have range attacks . Since she/he is a fairy and normal type , if u see in pokemon what moves can she use , there is even shadow ball , ice punch , tunder , confusion, solar beam , range attacks will defently push jiggs to higher rank .

One of my favorite characters is none other than Jiggles. She has AMAZING horizontal recovery, an impressive airgame, and a great kill move (even though it's notoriously hard to land). All that, plus she's just so darn cute!

I'm not a very strategic smasher with jiggles, but here's a trick to troll people with.First, you need to sing them to sleep(it's pretty hard to time, but I recommend to do it if they are charging. Projectile players would be hard to get down, so you're on your own with that). Next, if you put them to sleep, walk inside of them and rest. You need to be as close as possible, because the hitbox isn't very big when you do it). You should do this at high damage if you're playing Wii U or 3ds because it won't do as much damage as in the earlier games. And if it doesn't kill them, it'll leave a flower on their head, so that's good. Or just spam aerials. Either way...

If you face Sheik, if you see her using her Neutral-B, get close to the ground and perform an additional jump before you hit the ground and rush in. At all other times, avoid all ground attacks and keep at least 1/4 a second of Sheik's running distance away.

If you face the King of Disrespect, avoid all situations that will get you combo'd. Attack carefully and never go near the sides of the stage if not necessary. If he uses his Neutral-B, keep a fair distance and immediately punish.

If you face Kirby, if they copy your ability and use Rollout, do the same. This will create a long moment of waiting and if they get impatient, you will have the upper hand. At all other times, feel free to not do much to stay safe, as most For Glory Kirby's are not very great.

Jigglypuff really excels at aerial combat, so make sure to take advantage of it. With her 5 jumps (excluding the initial jump from the ground), you can hang in the air for what seems like forever. Use these jumps in combination with F-airs and B-airs and you can rack up some quick damage on an opponent. Don't be afraid to jump off the edge and follow an opponent to keep them off of the map.

Craig currently owns several of the best Jigglypuff amiibo in the meta, and has managed to make headway with an amiibo otherwise considered to be useless. His amiibo have managed to pull a 65% winrate on amiibots.com, by far the highest that any Jigglypuff amiibo have been able to obtain after a hundred matches.

Jigglypuff likes to jump, which is bad because jigglypuff has no moves which help it land safe, so being in the air might be the worst place for her to be. I usually want to avoid as much as possible being in the air, so not attacking grounded opponents with aerials should help with that, and also just keeping to grounded moves as much as possible during the training.

Rollout. Even though it might hold the rollout charge for too long and get punished for it a lot, when this move hits, it hits like a truck. Great for getting damage and kills. Beats or clashes with alohan whip, beats or clashes with most moves. If the opponent jumps a lot its probs not going to hit ever, and if the opponent is standing right on the edge of the stage it also wont hit them. If you can train it to run away and rollout that would be best, as usually if it tries to charge it point blank in someones face its always going to punished. Also it keeps puff on the ground which is what you want.

Dash attack is pretty consistent damage, and it does have kill potential at higher percents. Ideally you would be doing rollout in most situations where you can dash attack, so even though its good I would rather rollout.

Down Tilt: this is a magical move which I personally love, its knock back angle is pretty nasty to opponents with bad recovery. If you land one of these on an incineroar near the edge of the stage its usually goodnight for them.

Smash attacks
They are all pretty good because puff struggles to kill, down smash hits both sides, sends them at an angle off the edge like down tilt, but not as aggressively. Forward smash kills, and upsmash to catch opponents landing if you arent already rolling out to catch it.

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