Changes From Brawl
Jigglypuff has been notably buffed from Brawl. She received many buffs, along with some nerfs. Jigglypuff benefits from the removal of hitstun cancelling, allowing her to combo into Rest once again. Rest itself has received a large increase in power, allowing her to kill much earlier than most characters are capable of. Smart Puff players will know how to use her combo game to end stocks at percents that other fighters can only dream of!
Changes
- It's appearance, much like the other playable Pokémon, has been updated to match recent appearances, notably Pokémon X & Y. It is, like most other characters, more expressive than in previous iterations. It has brighter, more cyan colored eyes, which are also much smaller than in previous iterations and farther apart from each other, and a wider, higher-positioned mouth.
- Jigglypuff's mouth is now closed and smiling, instead of always being open as in previous iterations.
- Jigglypuff now uses it's other arm to pummel, instead of using it's hair curl.
- Jigglypuff's mouth is now closed and smiling, instead of always being open as in previous iterations.
- Jigglypuff now uses it's other arm to pummel, instead of using it's hair curl.
Buffs
- Jigglypuff dashes slightly faster.
- Jab Combo now connects more reliably.
- Down Smash has less endlag.
- Up Smash has less endlag.
- Neutral Aerial does more damage and has more knockback.
- Forward Aerial can now combo, allowing for Walls of Pain and Rest setups.
- Up Aerial has more range.
- Back Aerial does more damage and significantly has more knockback, allowing it to function as a powerful kill move offstage.
- Down Aerial is harder to SDI out of and now has follow-ups.
- Standing Grab, Dash Grab, and Pivot Grab all have reduced endlag.
- Pummel does slightly more damage.
- Rollout travels faster and deals more damage when traveling along slopes. It can also bypass certain counter moves.
- Pound blocks the vast majority of projectile moves. Additionally, the hitbox of the move lasts longer in a single place, making it less predictable and more likely to land a hit. The move also significantly benefits from the removal of damage reduction on shields, allowing the late high shield damage hitbox to bring shields down.
- Rest deals more damage which greatly increases its knockback despite lower scaling. It additionally has a larger hitbox and reduced cool down, greatly improving its utility.
- Jab Combo now connects more reliably.
- Down Smash has less endlag.
- Up Smash has less endlag.
- Neutral Aerial does more damage and has more knockback.
- Forward Aerial can now combo, allowing for Walls of Pain and Rest setups.
- Up Aerial has more range.
- Back Aerial does more damage and significantly has more knockback, allowing it to function as a powerful kill move offstage.
- Down Aerial is harder to SDI out of and now has follow-ups.
- Standing Grab, Dash Grab, and Pivot Grab all have reduced endlag.
- Pummel does slightly more damage.
- Rollout travels faster and deals more damage when traveling along slopes. It can also bypass certain counter moves.
- Pound blocks the vast majority of projectile moves. Additionally, the hitbox of the move lasts longer in a single place, making it less predictable and more likely to land a hit. The move also significantly benefits from the removal of damage reduction on shields, allowing the late high shield damage hitbox to bring shields down.
- Rest deals more damage which greatly increases its knockback despite lower scaling. It additionally has a larger hitbox and reduced cool down, greatly improving its utility.
Nerfs
- As Jigglypuff has an extremely high shield jump which can instantly KO it if nothing stops its vertical ascent, shielding is now a riskier option for Jigglypuff, since shields are now significantly easier to break as they no longer take 30% reduced damage from attacks and many characters' attacks deal increased shield damage.
- Jigglypuff now has a shorter short hop.
- Damage reductions on Forward Smash, Up Smash, and Down Smash. However, only forward smash's knockback was properly compensated making up and down smash weaker despite their increased knockback growth.
- The removal of DACUS slightly worsens it's ground game and makes its up smash more situational.
- Neutral attack can no longer jab lock, removing Jigglypuff's most reliable way to safety set up Rest or a charged smash from a missed tech.
- Jab 2 has increased endlag.
- Forward Aerial deals less damage and has less knockback growth.
- Back Aerial has more landing lag. The Back Aerial's increased knockback weakens its use to Wall of Pain.
- Down Aerial does less damage and no longer auto-cancels after a short-hop.
- Rollout deals much less damage and knockback. Jigglypuff can no longer move in midair after striking an opponent, reducing it's recovery potential.
- Pound's reduced momentum reduces it's horizontal recovery capabilities.
- The implementation of Blast KOs from the upper blast line makes Rest unsafe on hit at times.
- Jigglypuff now has a shorter short hop.
- Damage reductions on Forward Smash, Up Smash, and Down Smash. However, only forward smash's knockback was properly compensated making up and down smash weaker despite their increased knockback growth.
- The removal of DACUS slightly worsens it's ground game and makes its up smash more situational.
- Neutral attack can no longer jab lock, removing Jigglypuff's most reliable way to safety set up Rest or a charged smash from a missed tech.
- Jab 2 has increased endlag.
- Forward Aerial deals less damage and has less knockback growth.
- Back Aerial has more landing lag. The Back Aerial's increased knockback weakens its use to Wall of Pain.
- Down Aerial does less damage and no longer auto-cancels after a short-hop.
- Rollout deals much less damage and knockback. Jigglypuff can no longer move in midair after striking an opponent, reducing it's recovery potential.
- Pound's reduced momentum reduces it's horizontal recovery capabilities.
- The implementation of Blast KOs from the upper blast line makes Rest unsafe on hit at times.