12 Jigglypuff
Pokemon Red and Blue (1996 - Gameboy)
Jigglypuff is the character that doesn’t follow physic rules of the game thanks to his 6 jumps and his great aerial mobility, which will not let any “rest” to his opponent. Able to move everywhere and to punish any mistake from his opponent, you don’t want to get caught off-guard against the Puff.
Characteristics
Strengths
- Great mobility
- Edgeguard monster
- Dangerous tech chase
Weaknesses
- Light weight
- You MUST master your spacing
- Lacks range
Matchups
Favourable
Unfavourable
Stages
Favourable
- A field with platforms
- Needs space offstage
Unfavourable
- Not many space offstage
Skills
Pro Tips
Features
Jigglypuff is a character that has different aerial options than the other fighters. Indeed, Jiglypuff has 6 jumps, which allows Puff to freely move around in the air. However, his Up B doesn't go up, but makes the character sing a lullaby, putting your opponents to sleep. Puff also has a property that is quite problematic. If his Shield is broken, Puff dies immediately, no matter what percentages he is at.
Best moves
SIDE B
An extremely useful attack that helps Puff moving around in the air or on the ground, and which has a hitbox that stays active for a long time. This move also deals a lot of damage to the opponent's shield, and can even break it, while also starting deadly combos.
DASH ATTACK
Puff's best killmove on the ground, that can kill anyone around 110% near the ledge, while also giving the possibility to pass through the opponent's shield. It is also a great tool for chasing your opponent on the ground, who will likely never expect a grounded move from Jigglypuff.
FORWARD AIR
One of the best aerial options of Jigglypuff. This move helps to defend the ledge, and can even lead to a rest when the move is slightly delayed.
NEUTRAL AIR
One of Jigglypuff's best aerial options. Unlike the Forward Air, this move has a better ejection power, which makes it usually useful to end a combo.
DOWN B
The rest is Puff's signature move. This risky move will send most of the cast flying away at 60% on Final Destination, and is excellent for punishing a roll-lover ! But, stay aware that, even if there are some ways for safely use that move, the rest has a 4 seconds cooldown, which will let you totally vulnerable.