Jigglypuff is a straightforward fighter. That’s not to say it’s easy to play effectively, though. Jigglypuff’s goal is a simple one: score hits with Rest, its down special, while overcoming Jigglypuff’s extreme weaknesses. Jigglypuff isn’t a middle-of-the-road or flexible fighter by any stretch of the imagination. It has weak range on its attacks, a slow dash speed, a short grab, a and remarkably low hop height. And if Jigglypuff is shield-broken, it gets launched off the screen, worsening its weaknesses even more.
While Jigglypuff struggles in several aspects, its main strength—aside from its ability to KO at low percentages—is a solid aerial arsenal. Jigglypuff’s limbs are relatively small, but its extended hitboxes stretch well beyond its vulnerable hurtboxes (you may hear hitboxes like these described as “disjointed”) on most of its attacks, with its aerials being the most important.
Spacing your aerial attacks is vital to defending and attacking with Jigglypuff. Fortunately, it can midair-jump five times, allowing you to change your facing direction and alter jump trajectory. These qualities give Jigglypuff a solid edge-guarding game for harassing offstage foes, with neutral air attack extending a long active window and both front and back air attack covering decent horizontal range.
Jigglypuff Vitals
Movement Options
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Midair jumps: |
5 |
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No |
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No |
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No |
|
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No |
Movement Ranks
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Ground speed: |
F- (74) |
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Air speed: |
A (2) |
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Falling speed: |
F- (76) |
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F- (75) |