Super Smash Bros. Obliteration/Jigglypuff

Jigglypuff is an Unlockable Character in Super Smash Bros. Obliteration. A Normal/Fairy Type Pokemon known as the "Balloon" Pokemon, Jigglypuff is shaped like a round pink ball, and loves to sing. To lure opponents off guard, it uses its ise to mesmerize and then hypnotize opponents until they are fast asleep. Sweet, Sassy, and Tough all underneath, with a true love for singing and battle. Noe back for a fitth consecutive round of action, Jigglypuff is ready to Sing/Battle all the way to the top of the Mountain Of Smashers. With a Moveset based around, Kicks, Pounds, Rolling and Singing, Jigglypuff is ready to puff its way to the top against any foe that opposes it, in a true fight for the ages.
== Attacks ==
Type 	Name	Damage 	Description
Neutral 	 	(3% = both punches, 6% = total).	Two alternating punches. It is very quick, which allows it to function as a pseudo-jab cancel into itself, forward tilt, down tilt, a grab or Pound. However, it is extremely short-ranged.
Forward Tilt 	 	(10%). 	A spinning roundhouse kick. Due to it being short-ranged, it is best used as a follow-up from
neutral attack.
Up Tilt 	 	(9%) 	A scorpion kick. Has some start-up, but is somewhat powerful for a tilt attack, as it begins KOing at 143%. Although it is best used for scoring KOs, it also possesses some combo potential similarly to Kirby's up tilt, though not to the same degree. It can combo into itself up to three times, a reversed forward tilt, an uncharged up smash, or a short hopped up aerial. However, these combos are only effective against heavyweights and fast-fallers beginning at 0% and up to 36%, with the first combo in particular only being effective against fast-fallers when it is used up to three times. While it can hit opponents in front of Jigglypuff, it has to practically touch them in order to land it.
Down Tilt 	 	(8%) 	A crouching shin kick. Can be used while crouching under some attacks, and is a semi-spike that is good for setting up edgeguards. It has the strongest base knockback of all of Jigglypuff's tilts, however it also has the longest start-up
Forward Smash	 	(16% = clean, 13% = late). 	A thrust kick. Powerful and has the most range of Jigglypuff's smash attacks, but has considerable ending lag. Begins KOing at 101% while near the edge.
Up Smash 	 	(14% = clean, 12% = late). 	An upward headbutt. Like up tilt, it is most effective if the opponent is behind Jigglypuff. Begins KOing at 131%. It suffers from a slow startup and a lack of range (despite having a large hitbox size),
Down Smash 	 	(10%) 	A spinning split kick. It is short-ranged, but is a semi-spike that deals horizontal knockback and causes launched opponents to slide a long way across the stage. It can also hit below the edge, placing recovering opponents in a very vulnerable position.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(10% = clean, 6% = late). 	A flying kick. It is a sex kick with a long-lasting late hitbox. One of Jigglypuff's best moves, as it is very safe and has decent knockback when sweetspotted. Commonly used to block opponents from the edge or to end a Wall of Pain.
Forward	 	(8% = clean, 5% = late). 	A dropkick. Somewhat weak knockback, but good for spacing and can be used for a Wall of Pain. Has a lingering hitbox, though it does not as last as long as neutral aerial's hitbox, while its late hitbox can combo into Rest. Autocancels, but only if quickly inputted after a short hop.
Back 	 	(13%). 	A spinning back kick. Jigglypuff's slowest aerial and lacks a lingering hitbox unlike its other aerials, but has strong knockback and good range while still being reasonably quick, making it a potent finisher. Safe on shield if spaced properly. KOs at 120% while near the edge. Autocancels, but only if quickly inputted after a short hop.
Up 	 	(9%). 	Waves its arm in an overhead arcing motion. Very short range, but its hitbox lingers without losing strength. Good for juggling and sharking. Can combo into Rest at low percentages, but only on fast-fallers, making it an incredibly situational set-up. Autocancels, but only if quickly inputted after a short hop.
Down 	 	(1.5% = hits 1-8, 2% = hit 9, 14% = total).	A diagonal corkscrew dropkick. Good out of shield option and somewhat effective as an anti-juggling option, but it is unsafe to land with due to its 30 frames of landing lag being punishable even on hit. With precise movement, a rising down aerial can combo into Rest.
== Other Attacks ==
Type 	Name	Damage	Description
Floor Attack (Trip)	 	(6%) 	Spins Kicks In Both Forward/Back Directions, While Getting Up.
Floor Attack (Back)	 	(5%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip)	 	(6%) 	Spin Kicks In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(7%) 	Performs A Flip Kick While Climbing Up.
Dash Attack 	 	(12%) 	 A lunging headbutt. Decently quick with good knockback for a dash attack and its hitbox blocks opposing attacks and (similarly to Ganondorf's dash attack) neutralises most projectiles, although it is unsafe on hit at low percentages, and Jigglypuff's slow dashing speed somewhat limits its utility. Begins KOing at 129% while near the edge,
== Grabs/Throws ==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent.
Pummel 	 	(3.1%) 	A slap. Its high damage output and decent speed make it very effective, to the point that it is perceived as one of the best pummels in the game,
Forward	 	(5% = hit 1, 3% = throw, 8% = total). 	Puffs up once to launch the opponent forward. Low knockback, but has low ending lag, making it good for setting up edgeguards with its Aerials.
Back 	 	(7% = Hit 1, 3% = Throw, 10% = Total) 	A German suplex. Like forward throw, it is useful for setting up edgeguards,
Up 	 	(8% = hit 1, 3% = throw, 11% = total).	Spins once to fling the opponent upward in a trail of sparkles. High base knockback but low growth. Jigglypuff's strongest throw, though it only KOs when used with high rage and while on a platform.
Down 	 	(6% = hit 1, 3% = throw, 9% = total). 	Pins the opponent to the ground and then rolls back and forth on their back, which launches them upward. At certain percents, it can be used as a mix-up into Rest by successfully reading the
opponent's reaction.
== Taunts ==
Up = Happily spins in place on one foot, then looks and blinks at the camera while inflated, all while saying "Jigglypuff!" (プリプリーン！).
Side = wirls around then poses while looking away at the opposite side it is facing, then blinks twice. This taunt is very similar to Kirby's side taunt.
Down = Deflates and falls to the ground, flattened, then quickly inflates again. While flattened, its hurtbox becomes significantly smaller. This taunt is similar to its fainting animation in home console Pokémon games, like Pokémon Battle Revolution.
== Special Moves  ==
Type 	Name 	Damage 	Description
Neutral Special	Rollout	(5% = minimum, 9% = half charged, 13% = fully charged)	Rolls forward to slam into the opponent, similarly to Egg Roll. Its power, range, and speed can be increased by holding the special button. If not charged until Jigglypuff glows, it will harmlessly roll around and potentially get punished. On the ground, Rollout's direction can be changed mid-roll, which deals no damage until the turn is complete; in the air, pressing left or right will alter Jigglypuff's roll speed. When Rollout is fully charged, Jigglypuff will voice its name and briefly flash. Hitting a non-shielding opponent will cause Jigglypuff to rebound, which renders it unable to do anything else until it lands or is hit. This makes Rollout dangerous to use off-stage or at an edge, since the rebound will cause Jigglypuff to spin helplessly as it descends to the lower blast line. It can sweetspot the ledge, making it a situational recovery move, but it must be used very carefully due to its high ending lag, and charging still causes Jigglypuff to fall.
Side Special 	Pound 	(10%) 	 Rears its arm back and then throws a punch, taking a step forward. Deals moderate knockback, though unable to KO at realistic percents. Its momentum moves Jigglypuff sideways (which is further enhanced if used immediately after a midair jump), making it one of the two special moves it can use to recover. It also does a high amount of shield damage and has a surprisingly large, long-lasting hitbox that doesn't lose power.
Up Special 	Sing 	(N/A = Sleep) 	Sings its signature song, putting nearby opponents to sleep, with opponents directly beside Jigglypuff being put to sleep for longer. The more damaged opponents are, the longer they will sleep, making them open for a followup attack, most notably Rest. Jigglypuff can sweetspot ledges during the entire move, allowing Sing to set up a punish from a ledge. However, the song is short-ranged, consists of three long pauses, and leaves Jigglypuff itself vulnerable to being attacked. Unlike typical up specials, Sing does not grant any vertical distance, giving it no use for recovering.
Down Special 	Rest 	(18% = hit, 30% = flower effect). 	Falls asleep, dealing a single hard hit to any opponents directly touching Jigglypuff. It has almost no start-up lag (1 frame) and deals an extreme amount of vertical knockback if landed, KOing super heavyweights like Bowser at 61%. It also puts a flower on the opponent's head that deals continuous damage, with the move dealing a total of 56% damage if it does not KO. However, if Rest misses, it has dire consequences, as Jigglypuff will be inactive for roughly 5 seconds until waking up or upon being attacked. It still has a chance to be punished if the opponent is blast KO'd at the upper blast line rather than star KO'd or screen KO'd, though they must be quick. Jigglypuff gains invincibility for a few frames when the move is used (before its eyes close) which can initially prevent counterattacks from hitting Jigglypuff, though this is still detrimental due to the move's extreme ending lag.
== Final Smash  ==
Type 	Name 	Damage	Description
Final Smash	Puff Up	(18%) 	 Rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before quickly deflating back to its normal size. Jigglypuff's size is so great when inflating that its body completely takes up smaller stages and even some medium-sized ones, making it difficult to escape, however it can be avoided by grabbing the ledge and dropping off it or simply air dodging just as Jigglypuff is about to say "Jiggly!", 
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Pokémon (series)
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