Jigglypuff (Super Smash Bros.)

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|-|Ultimate=
|-|SSB4=
|-|Brawl=
|-|Melee=
|-|64=
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==Summary==
Jigglypuff (プリン, Purin), is a creature from the Pokémon series. It debuted in the series' first generation, and is considered part of the "perfect-attendance crew" throughout the entire Super Smash Bros. series.
==Powers and Stats==
Tier: , higher with Final Smash | , possibly , higher with Final Smash
Key: Base | Empowered by Spirits
Name: Jigglypuff
Origin: Super Smash Bros.
Gender: Unknown
Age: Unknown
Classification: Pokémon, Trophy Fighter
Powers and Abilities:
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|-|Base= 
Superhuman Physical Characteristics, Minor Elasticity (Can stretch their limbs to extend the range of their attacks), Self-Sustenance (Type 1), Weapon Mastery, Status Effect Inducement and Plant Manipulation (Can induce the Flower effect with rest. This effect puts a flower on an opponent's head and hurts opponents over time), Sound Manipulation, Sleep Manipulation (Can use sing to put opponents to sleep. Can also produce soundwaves by singing), Explosion Manipulation (Can cause an explosion after waking up with Wakie Wakie), Self-Size Manipulation (Can inflate themselves to cover an entire stage with their Final Smash), Minor BFR (Smashers can launch opponents very far from the battlefield), Resistance to Extreme Cold and Cosmic Radiations
|-|With Skill Tree=
|-|With Powers=
Explosion Manipulation (Via Power Bomb, which causes a bomb to explode, damaging enemies, also via Bomb-Omb and Smart Bomb), Light Manipulation (Via Heavenly Light, which damages enemies inside it, and Launch Ring, which creates a ring of light which pushes enemies back), Energy Projection (Via Horizon Beam, which causes a large blast of energy to blast horizontally across the stage, can also do this via Ray Gun), Electricity Manipulation (Via Shocking Taunt, which causes a burst of electricity if Jigglypuff taunts), Air Manipulation (Via Dual Cyclone, which generates 2 cyclones on both sides of Jigglypuff, and can do this via Ore Club), Limited Flight (Via Rocket Belt), Minor Vibration Manipulation (Some powers allow you to create damaging shockwaves when landing on the ground), Weapon Creation and Homing Attack (Via Spinning Blades, which creates swords surrounding the character, and Homing Missiles, which launches 2 missiles which homes in on the enemy. Can also create many weapons), Empowerment (Via Rage, which causes you to get stronger with more damage. Via Payback, which converts damage taken into a one-time boost for the next attack, and via Devil's Pact, which boots your damage to 300 but boosts statistics), Statistics Amplification (of punches, kicks, throws, torso based attacks, and running speed), Healing (Heals damage the character has taken, can also heal passively and have a healing shield), Teleportation (Via Warp, which teleports the character to a random location), Increased Acrobatics (Grants Jigglypuff an extra mid-air jump, and the height of their jumps), Forcefield Creation (Back Shield)
|-|With Items=
Summoning (Via Assist Trophy and Poké Ball and Master Ball, which summon various characters to assist the player), Explosion Manipulation (Via items such as Bob-Omb, which explodes if thrown or after a period of time. Via the X-Bomb, which releases a large X-Shaped explosion across the stage. Via the Smart Bomb, which explodes on contact in a growing explosion, trapping and severely damaging anybody effected. Via the Bombchu, which travels around the stage and explodes on contact or after a period of time. Via the Banana Gun, which fires a Banana horizontally across the stage, the Banana explodes if it hits an enemy, resulting in massive damage. Via the Gooey Bomb, a Bomb that sticks to the surface of the stage or a player, it explodes after a few minutes, and can be transferred between Player and Player. Via the Cracker Launcher, which fires fireworks that can explode. Via the Motion-Sensor Bomb, which explodes once it is touched and severely harms anyone caught in the explosion. Via the Blast Box which explodes on contact. Via the Fake Smash Ball which acts like a real smash ball before it explodes once damaged. Via the Bomber which explodes after holding the item for a few seconds, which causes massive damage. Via the Hocotate Bomb, which launches into the air before crashing down in the same area), Limited Flight (Via Rocket Belt, which causes the player to float into the air before the Rocket runs out of fuel. Via the Tanooki Leaf which allows the player to float. Via the Warp Star, which allow you to fly in the air for a few seconds before crashing down. Via the Dragoon, which hovers in the air before striking the enemy, severely damaging them.), Forcefield Creation (Via the Back Shield, a shield which protects the backside of the player and blocks any attacks.), Air Manipulation (Via the Ore Club which can create tornadoes), Invulnerability (Via the Super Star, which protects the fighter from any attack), Statistics Amplification (Via the Bunny Hood, which increases speed), Smoke Manipulation (Via the Smoke Ball, which on contact results in a cloud of smoke), Fire Manipulation (Via the Fire Flower, which can be used by the player to attack opponents with the flower's fiery breath. Via Fire Bar, which is a melee weapon made up of fire bars. And via Superspicy Curry, which allows for the user to have passive fire breath. At high damages, this breath may trap opponents, which can result in high damage or combos), Ice Manipulation (Via the Freezie, which freezes the player for a short period of time on contact), Damage Boost (Via the Rage Blaster, which fires an energy blast which is stronger the higher the lower the health of the user is), Invisibility (Via the Cloaking Device, which turns the user invisible), Status Effect Inducement (Via the Ramblin' Evil Mushroom, which releases spores which will reverse the enemies controls. Via the Pitfall, which buries grounded players, Via the Lip's Stick, which will sprout a flower on its target's head, this causes the opponent to steadily take damage.), Telekinesis (Via the Boss Galaga, which picks up a player and carries them into the sky), Vibration Manipulation (Via the POW Block, which causes a shockwave which throws all grounded characters upward), Paralysis Inducement (Via Deku Nut, which makes characters paralyzed if they get hit with the nut on land), Metal Manipulation (Via the Metal Box which turns someone into metal for a time), Electricity Manipulation (Via the Screw Attack, which would release electrical sparks if the user jumps off the ground. Via the Hothead, which emits electrical sparks if sufficiently large), Shield Negation (With Mr. Saturn who if thrown at a shield, breaks the shield and paralyzes them), Healing (Via Fairy Bottle, which restores the user to maximum health if the character is at a high enough damage, via Heart Container which heals 100 HP, via Maxim Tomato which heals 50 HP. Via Healing Sprout which heals the character who holds it. Via Healing Field, which heals all combatants, friend and foe, who are standing on the item. Via Food, which heals small amounts of damage. Via the Team Healer, which will heal an ally if thrown at that ally), Death Manipulation (Via Death's Scythe, if it critically hits an enemy at high damage, the enemy will die), Transformation (Via the Bullet Bill, which turns the user into a Bullet Bill and flies in a straight line, damaging anybody on contact), Time Manipulation (Via the Timer, which slows down time on the stage), Homing Attack (Via the Beastball, an item which hits an enemy before quickly following up with a homing attack. Via the Spiny Shell, which follows a target for a few seconds before slamming down onto them), Gravity Manipulation and Pseudo-Black Hole Creation (Via the Black Hole, which sucks any nearby enemies into a black hole, where they are immobilized and vulnerable to attacks), BFR (Via Super Launch Star, which will launch players caught in the star a considerable distance into the air), Animal Manipulation (Via the Beehive and Cucco, if a combatant throws both items at the enemy, a swarm of either Bees and Cucco's will home in on the combatant who was hit and continuously attack them), Energy Projection (Via the Ray Gun and Killer Eye, which fire energy beams in a straight line. Via Staff, which fires a beam of energy, which is more potent the farther the beam is. Via Daybreak, which fires a colossal blast of energy horizontally across the stage, severely damaging anybody caught in the blast), Size Manipulation (Via Super Mushroom, which increases size and also increases stats. Via the Lightning and Poison Mushroom which reduces enemy size and reduces stats), Attack Reflection (Via Franklin Badge which passively Reflects projectiles that hits the badge)
|-|With Stickers= 
Statistics Amplification (Of all forms of attacks, increases the knockback damage, causes healing items to have a greater effect), Damage Reduction (Reduces the damage done by Fire, Weapons, and Electric attacks, as well as reduces damage to shields), Summoning (Some stickers allow you to receive various items) 
|-|With Equipment= 
Statistics Amplification (Of Attacks, speed, item damage, ability to dodge, regeneration of shield, and jump height, can reduce the time needed to charge a smash attack, can increase the range of throwing items, can increase how much you heal when you eat Food), Statistics Reduction (Of Attacks, speed, item damage, ability to dodge, regeneration of shield, and jump height, can increase the time needed to charge a Smash attack), Empowerment (when badly damaged, some equipment can reduce the damage you take by 2/3rds, and can increase the attack and speed. When having no damage, some equipment can increase your attack, defense, and speed, can increase attack power and speed when eating food), Healing (Some equipment allows you to heal over time), Limited Life Manipulation (Some equipment allows the person to steal damage from the opponent), Invulnerability (Some Equipment allows you to have 5 seconds invincibility after eating food), Explosion Manipulation (Some equipment allows you to create explosions if you hit a perfect shield), Minor Probability Manipulation (Can increase the probability of a Critical Hit), Damage Boost and Damage Reduction (To yourself, can reduce or increase the amount of damage you increase while in the air with equipment, Some equipment give you damage at the start of the match, can reduce damage for a limited time after eating food), Summoning (Some equipment can summon the Ray Gun, Fire Flower, Beam Sword, Super Scope, Home-Run Bat, Bomb-Omb, Mr. Saturn)
|-|With Spirits=
|-|With Summons=
Status Effect Inducement (Via Ashley, Riki, Togepi, and Tingle who can cause various status effects. Via Skull Kid who can flip player controls. Via Yuri Kozukata who's pictures can poison and stun the enemy, via Inkay who causes players to constantly trip, via Marshadow and Weaville who stun the player with their attack. Via Spewpa who will stun any player who attacks it. Via Metagross who buries opponents in the ground if they are hit by their attack), Explosion Manipulation (Via Bomberman, who causes bombs to explode on the stage. Via Dr. Kawashima, in which their numbers create large explosions. Via Mr. Resetii who can create an explosion. Via Chespin, who throws explosive seeds. Via Electrode who self destruct's after a certain time, always killing the one caught in the explosion. Via Chansey who's eggs may be explosive), BFR (Via Abra which teleports enemies around the stage), Ice Manipulation (Via Dr. Wily who projects Blasts of Ice. Via Abomasnow and Kyurem who can create gusts of Ice. Via Suicune who shoots a beam of ice across the stage. Via Alolan Vulpix who shoots out small fragments of ice across the stage. Via Articuno who generates a blast of icy wind which freezes, damages, and knocks the opponent into the air), Energy Projection (Via Ray Mk II and Saki Amamiya who can fire out bursts of energy from their weapons, via Genesect, who shoots out small energy blasts before covering a huge distance with one singular energy blast. Via Lunala and Solgaleo who attacks parts of the stage with one large energy blast. Via Deoxys who levitates and fires a beam downward, causing massive damage), Spatial Manipulation (Via Devil and the Squid Sisters who moves the boundaries of the stage, via Skull Kid and Palkia who can flip the stage), Electricity Manipulation (Via Phosphora, Starman, and Dr. Wily who fire blasts of energy around the stage, Via Alolan Raichu, Raikou, Zapdos, Togedemaru, Tapu Koko, and Dedenne who generate blasts of electricity surrounding them), Healing (Via Isabelle who generates fruit which heals those who eat it. Via Chansey who's eggs may heal people), Homing Attack (Via Jeff, who fires numerous homing missiles against enemies. Via Knuckles, who homes on the player with a spin attack), Darkness Manipulation (Via Nightmare who causes the stage to become pitch black, via Marshadow, who uses shadows to attack their enemies), Fire Manipulation (Via Rathalos and Tiki who project blasts of fire. Via Entei and Ho-Oh who generate a huge plume of fire. Solgaleo's energy blasts are made of fire. Via Moltres who floats up into the air, whoever hits the burning wings will take severe damage. Via Charizard, Vulpix, Fennekin, and Cyndaquil who fire out flames from it's mouth. Via Chansey who burns the ground surrounding it. Via Torchic who surrounds itself with fire, causing high damage to anyone hit]. Via Groudon who has a fiery Aura, although ttheir does not deal much damage), Vibration and Sound Manipulation (Via Barbara who creates sound shockwaves. Via Meloetta, who generates energy blasts made out of sound which bounces across the stage), Time Manipulation (Via Shadow who can slow and stop time), Weapon Creation (Via Tingle who can create mass amounts of Hammers), Creation and Reality Warping (Via Vince who could create objects to attack enemies), Plant Manipulation (Via Chikorita and Snivy who throw leaves horizontally across the stage), Gravity Manipulation (Via Arceus who's move Gravity causes gravity to push down on the enemy, knocking them down), Soul Manipulation (Via Manaphy who swaps the bodies of two fighters), Sleep Manipulation (Via Bellossom and Darkrai, who puts players to sleep), Power Mimicry (Via Ditto), Water Manipulation (Via both Kyogre and Blastoise, who discharge water against an enemy, pushing them away. Via Oshawott and Pilup, who generate a wave which pushes any opponents back), Forcefield Creation (Via Gardevoir who creates an energy shield which reflects projectiles), Earth Manipulation (Via Venusaur and Metagross, who both generate an earthquake. Via Onix who causes boulders to fall on enemies), Smoke Manipulation (Via Koffing and Weezing, who harms people with the gas it emits), Air Manipulation (Via Giratina, who pushes players off the stage with gusts of wind. Via Lugia who attacks players with gusts of wind. Via Chansey who can cause heavy damage with gust), Statistics Reduction (Via Swirlix, anyone who is in Swirlix's cloud will have their speed reduced), Statistics Amplification (Via Xerneas, who increases the knock back of fighters), Power Bestowal (Via Victini, who grants the summoner a final smash)
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Attack Potency: Multi-Continent level (Can harm characters who can withstand attacks from Reshiram, who can scorch the world with fireReshiram's trophy description in Super Smash Bros. for Nintendo 3DS), higher with Final Smash (Far stronger than its normal attacks) | Universe level, possibly Universe level+ (Fought and defeated Galeem and Dharkon, who are individually capable of crushing the universe in a short period of time. Can also contend with characters amplified by Spirits of Palkia and Arceus, the former of whom controls all of space and the latter of whom appeared from nothing and created the world and sky), higher with Final Smash (Far stronger than its regular attacks)
Speed: Massively FTL+ (Can keep up with the rest of the cast, who were able to briefly react to Galeem's rays of lightSuper Smash Bros. Ultimate to different degrees, such as Link parrying some of them or Kirby outpacing them with a Warp Star, a vehicle he can react with while maneuvering at interstellar distances. All combatants can also use a Warp Star to quickly crash-land on targets, and it's possible for them to react to and dodge it)
Lifting Strength: Class M (Should be comparable to King Dedede who is able to swing his hammer with this much force)
Striking Strength: Multi-Continent level | Universe level, possibly Universe level+
Durability: Multi-Continent level (Can take hits from Kirby, Captain Falcon, and Duck Hunt and other fighters in World of LightSuper Smash Bros. Ultimate) | Universe level, possibly Universe level+ (Can withstand hits from Galeem and Dharkon)
Stamina: Superhuman (Was able to aid in the battle against dozens of Master Hands. Can later go on to fight multiple enemies such as Marx and Dracula in quick succession)
Range: Standard Melee Range
Standard Equipment: None notable
*Optional Equipment: Spirits, Skill Tree, Equipment, Powers, and Items
Intelligence: Above Average likely Gifted in combat (Jigglypuff is a very skilled fighter who can use many different weapons and items in combat. Can fight 100 Mii fighters in 100-Man mode. Can hold off an endless wave of every other fighters in All Star mode. Likely comparable to Mr. Game & Watch)
Weaknesses: Is very light and can be launched easily. Using their forcefield for too long will cause it to break and send them flying
Notable Attacks/Techniques:
Jigglypuff Neutral B SSBU.gif|Rollout: Jigglypuff's Neutral special
Jigglypuff Relentless Rollout-SSB4.webp|Relentless Rollout
Jigglypuff Raging Rollout-SSB4.webp|Raging Rollout
Jigglypuff Side B SSBU.gif|Pound: Jigglypuff's Side special
Jigglypuff Sideways Pound-SSB4.webp|Sideways Pound
Jigglypuff Pound Blitz-SSB4.webp|Pound Blitz
Jigglypuff Up B SSBU.gif|Sing: Jigglypuff's up special 
Jigglypuff Spinphony-SSB4.webp|Spinphony
Jigglypuff Hyper Voice-SSB4.webp|Hyper Voice
Jigglypuff Down B SSBU.gif|Rest: Jigglypuff's Down special
Jigglypuff Leaping Rest-SSB4.webp|Leaping Rest
Jigglypuff Wakie Wakie-SSB4.webp|Wakie Wakie
Jigglypuff Final Smash- Puff up SSBU.gif|Puff Up
*Rollout: Jigglypuff Rolls forward to slam into the opponent. Its power, range, and speed can be increased by holding the special button. It cannot be held indefinitely, however, and will automatically release a little bit after it reaches max charge. When fully charged, it does quite a bit of shield damage. If not charged until Jigglypuff glows, it will harmlessly roll once. 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, apart from shifting its direction, until it lands or is hit. It can, however, control its direction during the rebound. 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 grab edges during the rebound, but it's still unsafe, especially if Rollout is perfect shielded.
*Relentless Rollout: Rollout travels faster and covers more distance. The move does not end if it touches someone, instead passing through them and dealing 1% or 2% of damage at max charge for every time it makes contact. Jigglypuff can hit the opponent about 4 to 6 times, depending on the opponent's size. This move's duration is longer than the standard variation. Because of its quick speed, it is slightly easier to fall off the stage and self-destruct. In contrast, due to not stopping when it hits an opponent, it is significantly more useful for recovery, as Jigglypuff will not fall to its death if it hits an opponent. However it also lacks the ability to kill due to its multi-hit property.
*Raging Rollout: This move takes more than double the time to charge up. When executed, it is faster than Rollout and has considerable knockback. However, the direction of the move cannot be changed. It inflicts up to 23% damage when it hits, and can K.O. at 95%. Its long recharge time and poor horizontal distance when not fully charged make it invalid as a recovery option. By extension, its inability to turn around drastically increases the chances of rolling off a stage and self-destructing.
*Pound: Jigglypuff 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 can be slightly shifted upwards or downwards by pushing the control stick up or down immediately after the input), making it one of the two special moves it can use to recover. It also does a high amount of shield damage along with large hitstun, and has a surprisingly large, long-lasting hitbox that doesn't lose power.
*Raging Rollout: A somewhat altered version of Pound. The startup and ending lag is increased somewhat, and the move does less damage (11% -> 7%) and shield damage (20 -> 10 ground, 0 air), while also negating Jigglypuff's momentum almost entirely with none at all for the aerial version. However, the move is now a semi-spike, improving its edgeguarding and gimping potential.
*Pound Blitz: The Pound is now a multi-hit. Additionally, Jigglypuff slides further while using the move, and it has a larger hitbox, improving its usage for recovery and significantly boosting its range. However, it deals slightly less damage if all hits connect, is less effective on shields and has noticeably increased startup and ending lag, making it somewhat of a commitment, as well as less safe.
*Sing: Jigglypuff sings a song that puts nearby opponents to sleep. The more damaged opponents are, the longer they will sleep, making them open for a follow up attack, most notably charged forward smash and Rest, even at very low percents. Jigglypuff can sweetspot ledges during the entire move, allowing Sing to set up a punish from a ledge. However, the song is short-ranged, has a reactable startup of 27 frames, consists of three brief pauses, and leaves Jigglypuff itself vulnerable to being attacked. It can simply be shielded and has a massive punish window if blocked like this. Unlike typical up specials, Sing does not grant any vertical distance, but it does retain slight mobility. It can also be used after a Lock.
*Hyper Voice: An offensive variant, this move has a frame speed multiplier of 1.2 (which means it takes 1.2 times as long (20% longer) to perform the move than the default). Jigglypuff sings and sends three sound waves in intervals. The first sound wave inflicts 3% damage and causes the opponent to flinch. A small amount of time passes before the second sound wave occurs, dealing the same amount of damage. The third sound wave comes a moment after, and deals 5% damage, and causes considerable knockback. Jigglypuff is still vulnerable during this attack, as it is with its standard variation, but it can affect airborne fighters.
*Spinphony: Startup is extremely slow, and the move is executed very slowly as well, due to having a frame speed multiplier of 2. Three slow sound waves emit at long intervals, and each flips the opponent, similar to Mario's Cape. The first sound wave doesn't damage opponents. The second sound wave inflicts 1% damage, and the third inflicts 2% damage. Jigglypuff is extremely vulnerable while using this move, and its slow execution makes it impractical to use. If used in the air, Jigglypuff will lock into the move, and it can't be cancelled. Since it takes so long to execute, Jigglypuff can self-destruct by falling into the blast line, even from the top of the stage. It is arguably one of the worst custom moves, with its only practical usage being for gimping someone's recovery. However, it cannot do this very effectively, as it causes flinching, granting opponents the ability to reuse any of their recovery moves.
*Rest: Jigglypuff falls asleep, dealing a single hard hit to any opponents directly touching Jigglypuff. It has almost no start-up lag (2 frames) and deals an extreme amount of vertical knockback if landed, and benefits from rage, due to possessing very high base knockback. It also puts a flower on the opponent's head that deals continuous damage. If Rest lands, Jigglypuff will be able to act as soon as its eyes open, making it somewhat hard to punish. It takes it slightly longer to act if it whiffs; after it opens its eyes, but before it shakes itself. Jigglypuff gains invincibility for the first 27 frames when the move is used (before its eyes close) which can initially prevent counter attacks from hitting Jigglypuff and situationally combo break, though this is detrimental due to the move's extreme ending lag.
*Leaping Rest: Launches Jigglypuff upwards while it falls asleep. While it has less knockback than standard Rest, it consists of a "striking" hitbox while jumping that can be comboed into more easily, having kill confirms out of up tilt and up air. Hitting with the early frames still causes a flower effect, though the strike does not. The initial hit does not KO until up to 45% later from the ground, with the strike KOing later, but having the ability to hit opponents very high up for early kills. Jigglypuff sleeps for 50% longer than the default. On stages like Kongo Jungle (64) with semi-soft platforms, it can be used as a last resort recovery move; however, it cannot be used on most stages, as Jigglypuff cannot grab ledges while asleep.
*Wakie Wakie/Wakey-Wakey (PAL): Loses its ability to send opponents flying when they make contact. When Jigglypuff falls asleep, it emits a pushing vortex, which can make the move harder to land, but can also protect Jigglypuff by pushing foes away. Jigglypuff stays asleep for just half the amount of time, then Jigglypuff will wake up with an explosion larger than the vortex, take 5% recoil damage, and inflict 15% flame damage to nearby opponents. The move is overall faster, with more startup but lower ending lag, despite the waking up animation having a frame speed multiplier of 2. The move has the potential to KO from 90% to 100%.
*Puff Up: Jigglypuff rapidly inflates itself to a gargantuan size and launches all opponents near it horizontally while saying "Jiggly!" before "popping" and 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. There are two hitboxes, with the second one dealing more damage and knockback than the first.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Super Smash Bros
Category:Absorption Users
Category:Acrobats
Category:Adhesivity Users
Category:Animal Users
Category:Attack Reflection Users
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