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[Melee] Jigglypuff Data
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[Melee] Jigglypuff Data
Jigglypuff is 5th place on the Melee tier list, in the S tier, a significant improvement from its 8/12 position on the previous game's tier list. Jigglypuff's jump on the tier list is due to its incredible recovery, an extremely dangerous edgeguarding technique in the wall of pain, a powerful KO move that can easily be comboed into, and an overall great aerial game and developed metagame. Its floatiness also makes it the only character in the top tier who cannot be easily comboed or chaingrabbed, which is also aided by its small size, which allows Jigglypuff to avoid most KO setups that most other characters would fall vulnerable to. Regardless, Jigglypuff still has problems. It is light and floaty, making it easier to KO with stray moves or certain low percentage setups than other characters. Jigglypuff's options on the ground are also limited, because of its poor range and a lack of a projectile. It also has a slow walking speed and dashing speed. Compounded with a poor dash dance, Jigglypuff's neutral game, which is largely committal, is not as good as that of other top-tiered characters; instead, it relies on its lethal punishes, edgeguards, and aerial mobility to succeed. Recent developments in the Melee metagame have also worsened Jigglypuff's matchups against other top-tier characters, such as Fox, Marth, and Falco. Regardless, Jigglypuff still has an excellent amount of favorable matchups, with its only true disadvantageous matchup being Fox, and two of its matchups are nearly unloseable.
Moveset:
Total: 17
IASA: 16
Hit: 5-6
Window of the second punch: 3-25
Second punch starts: 8
Total: 20
IASA: 17
Hit: 6-7
Neutral Attack: Left Jab, Right Jab. 2-3%.
Two quick jabs with rather poor range. Good for jab resetting and can lead into tilts.
Total: 27
Hit: 6-9
Total: 27
Hit: 6-9
Total: 27
Hit: 6-9
Forward Tilt: Rolling Kick. 10%.
Does a quick roundhouse spin, feet extended.
Total: 23
Hit: 8-14
Up Tilt: Back Kick. 9%.
Extends its foot upwards quickly. Relatively good for combos, being able to chain into itself at lower percentages, and is a great setup for an aerial attack at higher percentages.
Total: 39
IASA: 30
Hit: 10-12
Down Tilt: Trip. 10%.
Quickly extends its foot downwards.
Total: 39
Hit: 4-14
IASA: 39
Dash Attack: Jiggly Ram. 12%.
A generic dash attack; trips and falls head-first. Somewhat fast and powerful, but is predictable, and has moderate ending lag.
Total: 44
Hit: 12-20
Charge frame: 4
Forward Smash: Lunge Kick. 17%.
Does a small hop forward with foot extended. Has minor startup and ending lag, but is a decent finisher at higher percentages.
Total: 54
Hit: 7-10
Charge Frame: 5
IASA: 45
Up Smash: Headbutt. 14%.
Headbutts upwards. It can be good for leading into aerial combos or finishing, and it can combo into Rest at mid percentages, but due to the ending lag, it isn't too reliable.
Total: 54
Hit: 9-10
Legs invincible: 9-10
Charge frame: 5
IASA: 48
Down Smash: Jiggly Split. 12%.
Enlarges both feet below it. Has a bit of ending lag, but with semi-spike properties, it can be a good edgeguarder. However, Jigglypuff's aerials are usually safer and more reliable.
Total: 49
Hit: 6-28
Auto Cancel: <5, >29
Landlag: 20
L-Canceled: 10
Neutral Aerial: Jigglypuff Kick. 12% maximum.
Squishes itself and extends its feet. Decent spacing move, and has sex kick properties. Can be good for edgeguarding.
Total: 39
Hit: 7-22
IASA: 35
Auto Cancel: <6, >34
Landlag: 20
L-Canceled: 10
Forward Aerial: Drop Kick. 12%.
Quickly extends both feet in front of itself. It is useful for edgeguarding and is the backbone of many of Jigglypuff's aerial combos, but is not as powerful or reliable as its back aerial.
Total: 39
Hit: 9-12
IASA: 31
Auto Cancel: <8, >25
Landlag: 20
L-Canceled: 10
(Huge Hitbox)
Back Aerial: Spinning Back Kick. 12%.
Similar to its forward aerial, this is Jigglypuff's key tool for edgeguarding. It is extremely useful for wall of pain techniques, which can be potentially deadly, and if done correctly, guarantees a KO. It has a particularly large hitbox behind Jigglypuff when it comes out.
Total: 39
Hit: 9-12
IASA: 38
Auto Cancel: <8, >37
Landlag: 20
L-Canceled: 10
Up Aerial: Mow Down. 11%.
Waves its hand up in an arch. Decent vertical KO power, and excellent for juggling, compounded with Jigglypuff's multiple midair jumps. Can combo into Rest on its own or after an u-throw (usually done at mid-high percentages to ensure that the Rest is landed), especially against fastfallers.
Total: 49
Hit: 5-6, 8-9, 11-12, 14-15, 17-18,
20-21, 23-24, 26-27
Auto Cancel: <4, >39
Landlag: 30
L-Canceled: 15
Down Aerial: Spinning Kick. 11% (Total).
A drill kick. Not much hitstun. If the player used short hopped down aerial with L-cancel, it can lead to a Rest. Hits 8 times.
Special Moveset:
Charging starts: 16
Hit animation: 1-106 (whenever you hit the ground)
Maximum charge at 45 frames.
While turning, Jigglypuff takes no damage for 27 frames.
Neutral Special: Rollout. 6-18%.
Charges up and rolls very fast in one direction. Can turn around by tapping the Control Stick in the opposite direction. If the move is uncharged, it doesn't do any damage, but it gets more powerful and faster the more it is charged, with KO potential when fully charged. However, due to being predictable and easy to dodge (it can be jumped over, spot dodged, and even shield grabbed), it is rarely used in competitive play. It can be used for recovery as long as Jigglypuff grabs onto the ledge, but otherwise it makes it helpless, and there are almost always better options available.
Total: 45
Hit: 12-27
When to aim: 12
Earliest FF: 42
Side Special: Pound. 13%.
Extends a fist in front of it, knocking opponents up and behind Jigglypuff. Does high knockback, especially at low percentages, and has a long lasting hitbox. It also deals 20 shield damage, which is fairly high for an attack. Pound is mainly used as a recovery move - it can be angled up and down, the former referred to as Rising Pound, which, combined with Jigglypuff's five midair jumps, extremely fast air speed, and extremely low falling speed, give it a gigantic recovery.
Total: 179
Hit: 28-35, 69-76, 113-125
Jigglypuff's hitbox changes size completely depending on when it's singing.
Sing has no left/right animation and therefore can grab the ledge from any orientation.
Up Special: Sing. 0%.
Sings, sending opponents nearby to sleep. However, it has extremely low range and the opponent can often wake up before Jigglypuff finishes singing. The sing time can be cancelled if Jigglypuff grabs onto the ledge, with the opponent falling asleep (leaving them vulnerable), but that isn't effective due to the move's such low range. Overall, the move is near useless.
Total: 249
Hit: 1
Invincible: 1-26
For those who can't see frame 1, this is how it looks like.
Down Special: Rest. 28%.
Rests. Normally, this leaves Jigglypuff very vulnerable, but there is a very small hitbox located near its eyes, which deals extremely high damage and knockback, being able to KO reliably at as low as 25%. Can easily be combo'd into with a variety of moves, notably its u-throw, uair, u-tilt, and d-throw. It is among the most feared attacks in the game due to its extreme power and almost nonexistant startup lag (1 frame), but if it misses, it leaves Jigglypuff extremely vulnerable. Deals flame damage.
Grabs:
Total: 30
Grab: 7-8
Total: 40
Grab: 11-12
Pummel: Slap. 2-3% per pummel.
Slaps opponent in the stomach. Somewhat slow.
Forward Throw: Bumper. 12%.
Puffs itself up and launches foe in front. Surprisingly high knockback compared to most throws in Melee, can lead into an edgeguard KO near the ledge, though not as reliable as its back throw. Second strongest forward throw in Melee. The throw can KO opponents above 130% when used very close to the ledge.
Back Throw: Back Buster. 10%.
Similar to Kirby's, takes foe and throws them behind while going on its back. A very good and reliable option for forcing opponents offstage, setting up an edgeguard.
Up Throw: Puff Launch. 11%.
Tosses opponent above itself. Can lead into aerial combos against fast fallers and lightweight or floaty characters at low percentages. At low percentages against fastfallers, it can combo into Rest; at mid percentages, an uair can be added to ensure that the Rest is landed, as stated above.
Down Throw: Grinder. 8%.
Grinds opponent with itself on the floor. Can combo into Rest against floaty characters. Hits 5 times.
Floor attack (Front) 8% Gets up and spins its body in a similar fashion to its d-smash.
Floor attack (Back) 8% Gets up and spins its body in a similar fashion to its d-smash.
Edge attack (Fast) 6% Gets up onto the stage, foot extended.
Edge attack (Slow) 6% Slowly gets up and spins its body in a similar fashion to its d-smash.
Dodges:
Air Dodge
Invulnerable 4-29 out of 49
Spot Dodge
Invulnerable 2-15 out of 27
Forward Roll
Invulnerable 2-18 of 34
Backward Roll
Invulnerable 4-19 out of 34
-
Match-Ups:
Fox; -1 (Soft Countered).
Falco; ±0 (Even Match)
Sheik; +1 (Soft Counter).
Marth; +1 (Soft Counter).
Jigglypuff; Mirror Match.
Peach; +1 (Soft Counter).
Captain Falcon; +1 (Soft Counter).
Ice Climbers; ±0 (Even Match)
Dr. Mario; ±0 (Even Match)
Pikachu; +1 (Soft Counter).
Samus; +1 (Soft Counter).
Ganon; +1 (Soft Counter).
Luigi; +2 (Counter).
Mario; +2 (Counter).
Yoshi; +2 (Counter).
Young Link; +1 (Soft Counter).
Link; +1 (Soft Counter).
Donkey Kong; +2 (Counter).
Roy; +2 (Counter).
Zelda; +2 (Counter).
Zelda; +2 (Counter).
Mr. Game & Watch; +2 (Counter).
Ness; +3 (Hard Counter).
Bowser; +2 (Counter).
Pichu; +3 (Hard Counter).
Kirby; +2 (Counter).
Jigglypuff has one of the most positive matchup spreads in the game, though it hard counters fewer low-tier characters than most of the other top-tiers. It is soft countered by one character, has even matchups with three, soft counters nine, counters ten, and hard counters two. It has an advantage against characters with poor or predictable recovery options, such as Captain Falcon, Sheik, Marth, Ganondorf, and Mario. It also has an advantage against characters who do not have reliable KO setups against it due to its light weight and floatiness, such as the aforementioned Sheik and Marth. Jigglypuff struggles against characters with strong vertical KO options, most notably Fox's up smash and up air, while also struggling against characters who can use projectiles to disrupt Jigglypuff's approach options, such as Falco and Dr. Mario. Despite these flaws, Jigglypuff's amazing edgeguard and punish game give it positive matchups against almost all of the cast. In the modern metagame, however, professionals have adapted to Jigglypuff's toolset. Due to the general increased technical ability and patience among Fox professionals, Fox is now considered a true counter to Jigglypuff, even on Jigglypuff's best stages such as Dream Land. Marth is also now considered to have an even or advantageous matchup against Jigglypuff; Marth professionals such as PewPewU and PPMD have adopted a wide variety of new KO setups and approach options while more readily abusing his superior neutral game, utilizing previously unexplored or obscure advanced techniques. Thus, although Jigglypuff still has an advantage against most of the cast and retains a powerful punish game, its advantages over some top tiers have diminished over time.
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