Jigglypuff (SSF2)

Jigglypuff is a veteran starter character in Super Smash Flash 2, hailing from the Pokémon franchise. Unlike her traditional availability status in the Super Smash Bros. series and the original Super Smash Flash; where Jigglypuff has been mostly an unlockable character; her availability status in Super Smash Flash 2 is that of a starter character. According to developers, this change was made to appeal Jigglypuff's very early appearance in the game and because she is among their favorite characters on the game's roster, alongside, and. Her sprites are custom-made and based on her appearance in Super Smash Bros. Brawl. Her voice-clips and moveset are directly taken from the same game.

Jigglypuff is currently ranked 44th on the current tier list of E tier (ranking her at the bottom of low-tier), a noticeable big drop from 31st of C tier from the previous tier list, a noticeable big drop from 23rd of C+ tier last tier list, and a huge drop from 2nd of S tier on last demo's tier list, causing Jigglypuff to have the second highest drop after. She possesses strong KO moves in her smash attacks, aerials, forward throw, and the infamous Rest. It has a formidable aerial game; thanks to her 4th-fastest air speed and the 2nd-highest air acceleration; fast, high-priority aerials that provide good spacing and edgeguarding tools and can outspace her opponents and edgeguard effectively via the technique, the wall of pain; five mid-aerial jumps, which can be combined with her Pound; giving it one of the best horizontal recoveries in the game; and its slow falling speed, which allows it to break out of juggles and remain in the air for extended periods of time.

However, Jigglypuff is harmed by a numerous quantity weaknesses. True to her nature as a Balloon Pokémon, Jigglypuff is the lightest and floatiest character in the game, which makes her very easy to KO at even low precents, in comparison to the other fighters; especially off the top of the screen. She also has problematic issues with range, making her disadvantageous against characters with disjointed hitboxes, like, , , and. Jigglypuff also has difficulties performing approaches, as she is outclassed by dealing with projectiles while lacking a projectile herself. Furthermore, Jigglypuff also has a terrible grounded game; with a combination of poor grounded mobility; the 2nd slowest walking and running speeds in the game, lackluster range, and slacky speed in her attacks. Lastly, her overall recovery is among the worst in the game; while Pound grants her a great horizontal recovery, she lacks a vertical recovery, with her up special, Sing; granting her drastically negligible height, making her easy to gimp - thanks to her entire vulnerableness. Her defensive game is also incredibly awful; while she does possesses a larger shield in comparison to her body and shrinks at a slower rate than the other figthers, if her shield shatters, her shield-jump will forcefully launch her up in the air (regardless if the Launch Rate is lower or minimal), and, without a ceiling to cover it, will result in a self-destruct - thanks to her nature as a Balloon Pokémon. Her mobility is overall below-average at best, and her range is rather lackluster; allowing speedy characters to outpace her (ex., and ), or characters with disjonted range to outspace her (ex. ,  and ). As such, she is currently residing at the bottom of low-tier.

Jigglypuff has a small playerbase and an overall lackluster presentation online. The only notable competitive Jigglypuff player is Chaunch, who continually defies the tier list by placing high in tournaments. Although its strengths are apparent to make it good at fighting, its weaknesses drastically outclass the aformentioned strengths, causing her to be ranked as the absolute second-worst character in the game.

Attributes
Jigglypuff is notable for being a featherweight, floaty and very combo-oriented character. As a relative clone of, they share a few portion of attacks. Jigglypuff is tied with for possessing the 4th-fastest air speed; but when combined with her floatiness, the 6th-lowest air friction, the second-highest air acceleration, great aerial-control, five mid-aerial jumps and good priority in her aerials; gives her a formidable aerial game. However, Jigglypuff's mobility ranks her as the 2nd-slowest, though the most mobile character in the game; her total of six jumping heights (five mid-aerial jumps) gain among the lowest height, and she has the 2nd-slowest walking and running speeds; and her 4th-slowest initial dash is relatively on the slowest side of the cast; which gives Jigglypuff a problematic grounded game, which is further exacerbatted by possessing the second-lowest jump-force. As such, these attributes make Jigglypuff unable to quickly traverse the stage on-foot without relying on foxtrotting, and makes her susceptible to early KOs. To compensate for her low jumping-force, however, it has five mid-aerial jumps, which further enhance its aerial evasiveness. Her combination of her lightest weight and extreme floatiness results in Jigglypuff being fairly difficult to combo; in comparsion to most of the floatier cast as well, but conversely makes it fairly difficult for Jigglypuff to land. The most understanding attribute about her is her lightest weight, being the lightest and floatiest character in the game, even lighter than.

Jigglypuff's strongest asset is her formidable aerial game. Excluding back aerial, all of her aerial attacks have lingering hitboxes and, in the case of down aerial, multiple hits. Their duration is the primary reason Jigglypuff is deceptively difficult to challenge in the air (with the expection of characters with great aerial games; primarily the floatiest cast, like and ), as opponents will most likely collide within an attack's final frames. All of iher aerials, aside from up aerial, also have enough range to be spaced correctly thanks to Jigglypuff's aerial mobility, allowing it to zone and approach opponents safely in the air. Each of Jigglypuff's aerials also have their own distinct strengths. Her neutral aerial is her fastest aerial, a fairly strong sex kick, even when stale, and can easily gimp fighters poor recoveries; due to its late hitbox being sufficiently strong enough to do so. Due to its speed and power, it also works as a good out-of-shield or approaching option, and its long duration allows her to break combos. Forward aerial has the second-weakest knockback of Jigglypuff's aerials, but this grants it good combo potential in return. It can also easily put opponents off-stage, and is the primary component of the notrious wall of pain technique: once an opponent with a poor recovery is launched off-stage, Jigglypuff can follow up with several other forward aerials until they reach the blast zone, where Jigglypuff can finish the opponent off with another forward or a neutral aerial. Her back aerial is Jigglypuff's strongest aerial, an effective KOing option, and has a remarkable range, given Jigglypuff's small size; similarly to, and , the move also has the interesting trait of completely turning Jigglypuff around after its use. It is also safe on shield; due to its high damage output and above-average hitlag; though it is also Jigglypuff's slowest aerial, making it a bit predictable. Her up aerial has a deceptively long-lasting hitbox, which can be problematic for any opponent that has issues dealing with juggling, and it is also a situational finisher near the upper blast line - thanks to its lackluster range. Lastly, down aerial can be utilized as a highly-damaging out-of-shield or pressuring option, and has low ending lag. It can sometimes also work as an anti-juggling option against characters with slow aerial mobility or moves. As well, landing with it can lead into various other moves, especially up tilt and Rest, which allows Jigglypuff to take stocks incredibly early.

Jigglypuff has a decent grab and throw game, although she possesses the 2nd-shortest grab in the game after. Her up throw is Jigglypuff's best throw (leaving a trail of sparkles when the opponent is thrown), where it can lead into combos of multiple moves at low percentages, and into Rest against high-fallers and heavyweights; such as and. Her forward throw is Jigglypuff's strongest throw, being able to KO most of the cast at around 100%. Her back throw is notrious for being a very useful edgeguarding starter, although it is Jigglypuff's second-weakest throw. Her down throw, her weakest throw, is a multi-hit throw, and can simply combo into neutral aerial, up aerial and Rest, though it is not as versatile as up throw in terms of follow-up potential. While she has relatively high-damaging set of throws and among the fastest set of grabs in the game, her grabbing range is the 2nd-shortest in the game; only after, who sports the shortest set of grabs into the game.

Jigglypuff has KO moves in all of her smash attacks, aerials, forward throw at high percentages and the infamous Rest. Due to her five mid-aerial jumps, slow falling speed, decent air speed, and Pound; gives Jiggypuff one of the best recoveries in the game. This helps in Jigglypuff's great edgeguarding tactic in the wall of pain.

However, Jigglypuff is held back by numerous weaknesses. Jigglypuff is the lightest and floatiest character in the game, which makes her beyond the worst character in terms of endurance and survivability. As a result, this causes her to get easily knocked out at around 35% by a sufficently powerful set of attacks, throws or charged-up smash attacks; like, , , , , and. While all of her aerial attacks can easily combo into Rest — an attack that can KO at almost all percentages —, she is extremely easy to KO both vertically and horizontally - thanks to her extreme floatiness, combined with her lightweight status; she has the lowest weight-value in the game, currently. In addition, while most of her attacks like forward smash and back aerial have great range throughout her playstyle and Jigglypuff has surprisingly acceptable range for her small size, her overall range is still drastically shorter than a handful of the cast; including lightweights, like, , , and. This is worsened by the fact that many of her other attacks throughout her general playstyle; like down smash, forward tilt and up tilt possess underwhelming range for favorable ranges or even disjoints. Because of this, several of the cast with disjointed hitboxes like and  have the great ability to keep her at arm's length, easily outspace and cancel out her approaches.

Furthermore, while Jigglypuff possesses a formidable aerial game, Jigglypuff possesses a problematic grounded game. To top it off, Jigglypuff has the 2nd-slowest walking and running speeds in the game; after. Jigglypuff's difficult approaches also worsen this type of flaw; as projectiles can outnumber her while she lacks a projectile herself, which is further coupled by her low priority. Due to these weaknesses, she is very lackluster in the neutral game and one of the most terrible characters in terms of fighting. She also doesn't have much reliable KO options outside of forward throw, smash attacks, and her back aerial, and they are overall not so powerful and they lack enough remarkable range for favorable disjoints, despite her aerials possessing lingering hitboxes. Jigglypuff's greatest weakness is her defensive game; which is arguably her underwhelming asset. While Jigglypuff's shield shrinks at a slower rate, if Jigglypuff's shield shatters (even if the Launch Rate is very minimal), her shield-jump will forcefully launch Jigglypuff in the air, and, without a ceiling to prevent death, results in a SD, which makes her defensive game arguably beyond the worst in the game. Thanks to her nature of being a Balloon Pokémon - she is completely suspectible by all shield-breakers. To couple this, Jigglypuff's rolls, despite being relatively fast, gain among the shortest distance in the game. Lastly, her sidestep and air dodge gain among the shortest intangibility period.

Besides, Jigglypuff's grab and throw game beyond her up and forward throws are incredibly lackluster; while she possesses one of the fastest set of grabs and a a decent-damaging set of throws, she possesses the 2nd-shortest set of grabs in the game after. Additionally, none of her throws possess any follow-ups or KO potential until at realistic or extremely high precents, with her strongest throws, up throw and forward throw, not being able to KO middleweights reliably even well beyond 200%. This also results in Jigglypuff being easily kept at bay by shields without the usage of her side special, Pound's formidably high shield damage. Jigglypuff also has high hitsun; which makes her a quick and simple target to combos or juggles, and early KOs.

Lastly, Jigglypuff also sports an extremely situational recovery. In theory, she possesses one of the strongest and theoretically infinite horizontal recoveries - thanks to her pound, and a decent vertical recovery due to five amount of mid-aerial jumps. However, should Jigglypuff lose her five mid-aerial jumps and her pound while in a recovering situation, her recoveries are enimently limited and hampered; her up special, Sing, and her mid-aerial jumps grant drastically negligible vertical height, and while she possesses one of the significant horizontal recoveries, Jigglypuff lacks a real vertical recovery herself; unlike most of the cast, and Jigglypuff is completely vulnerable during her recoveries. Because of these antipathetic properties, Jigglypuff's negligible recovery is beyond the easiest to gimp; and is notrious to have one of the most-hampered recoveries in the game. Lastly, Jigglypuff is outclassed by a sizeable portion of the speedy cast - thanks to her overall lackluster mobility; as Jigglypuff is not fast enough to reside at the lower side of the cast (and her 4th-fastest air speed is not supplemented by her speed). As a result, Jigglypuff is easily character archetypes by the rest of the speedy cast (ex., , , and ).

In the end, Jigglypuff is described as an air-based glass cannon; a fighter that possesses a potent offense while being very vulnerable herself, at the expense of an extremely frail defense. By these same particular merits, Jigglypuff is easily knocked out just as quickly before her opponent does - thanks to being the lightest and floatiest character in the game. She is also held back by a fragile approach, and short range in most of his attacks, and the most problematic grounded game. Overall, her strengths improve Jigglypuff to be a versatile fighter in the game. Regardless, her weaknesses considerably outweigh the aforementioned strengths, and her strengths are not powerful enough to off-set and drastically outclass the sizable portion her flaws, making Jigglypuff one of the least effective characters in the game. As a result, Jigglypuff is ranked as the second-worst character in the game; the third is and the first is.