Defense
No matter what character you play, you should have a general idea of how they work and what you would want to do in each situation. You should learn your weaknesses and ways to deal with them. One of the main weaknesses that Jigglypuff has is approaching. This can be especially hard against projectile characters. One thing you should learn is which projectiles can Jigglypuff duck under and which projectiles can she cancel with Neutral Air or Pound. Jigglypuff's main game plan is floating around opponents and spacing aerials. Jigglypuff likes getting in your face and pressuring you. Her Neutral Air is exceptional at breaking pressure and strings. Her combo starters are Up Tilt, Up Air, Down Air, and Forward Air. Her main combo starter is Forward Air. Her grabs are all used for juggling set-ups or for stage control.
Defense Options- Neutral Aerial: A quick attack with a lot of priority that can relieve pressure and clank with projectiles.
- Jab Combo: A weak but fast pair of slaps that can help to disrupt your opponent. - Pound: A very long lasting move that can clank with projectiles and beat out many moves. |
Ranged Options- Back Aerial: It's a great poking and spacing tool.
- Forward Aerial: Good for poking at shielding foes from a safe distance. |
Offense
Jigglypuff has a good neutral. The majority of time, Jigglypuff will be spacing her aerials, poking them, and getting in your opponent's face. Jigglypuff has a wide variety of approaches. Her main approaches are Back Aerial, Neutral Aerial, and Forward Aerial. Due to her having many jumps, she can bait her opponent with them. If she airdodges in a shorthop, she has time to Neutral Air or Forward Air. Her Neutral Aerial and Pound have great priority being able to beat projectiles like Thunder Jolt, Din's Fire, and Aura Sphere. Forward Aerial is fast, safe, and can poke shields. A Forward Aerial can lead to a combo or a Wall of Pain. Back Aerial is great for poking your opponent and getting them offstage. It is also her main kill move which kills early. Her grabs are all for gaining stage control or for setting up a juggle.
Kill Options
Jigglypuff has a wide variety of kill options. You will discover that you will get most your kills with Back Aerial. Jigglypuff will get a good portion of her kills from edgeguards and gimps.
- Back Aerial
- Neutral Aerial
- Up Aerial
- Forward Aerial
- Dash Attack
- Up Tilt
- Up Smash
- Forward Smash
- Down Smash
- Rollout
- Rest
- Back Aerial
- Neutral Aerial
- Up Aerial
- Forward Aerial
- Dash Attack
- Up Tilt
- Up Smash
- Forward Smash
- Down Smash
- Rollout
- Rest
Teams
While Jigglypuff is good in singles, she shines in doubles as well. She is a very great offensive teammate. She can go in and bother the other team. In doubles, Jigglypuff can take stocks extremely fast with rest and can edgeguard them. Her being light can be covered up with a Tank character which can conserve stocks while she goes in. She can also reverse the roles and utilize her excellent mobility to hold stocks, while off-hand supporting her teammate with zone coverage and follow-ups.
Team Synergy
- Her teammate can grab her opponent allowing her to get a free Rest. This is extremely useful in 2v1 situations.
- After she Rests, her teammate can jab her making Rest safe from the other opponent punishing her.
- If her teammate is a character with a lackluster recovery like Dr. Mario or Little Mac, she can save them offstage with her multiple jumps.
- Teaming up with Marth or Lucina, they can cause serious shield damage together.
- Her teammate can throw or hit the opponent to Jigglypuff, letting her get a Rest.
- Her mobility can allow her to follow-up on after most attacks by her teammate, which can then be returned, effectively creating a "sandwich" combo. (Note: Attacks from a teammate which send an opponent offstage help to setup a potential gimp situation for Jigglypuff.)
- After she Rests, her teammate can jab her making Rest safe from the other opponent punishing her.
- If her teammate is a character with a lackluster recovery like Dr. Mario or Little Mac, she can save them offstage with her multiple jumps.
- Teaming up with Marth or Lucina, they can cause serious shield damage together.
- Her teammate can throw or hit the opponent to Jigglypuff, letting her get a Rest.
- Her mobility can allow her to follow-up on after most attacks by her teammate, which can then be returned, effectively creating a "sandwich" combo. (Note: Attacks from a teammate which send an opponent offstage help to setup a potential gimp situation for Jigglypuff.)