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 Mr. Game & Watch, and Rayman. 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, 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 Sonic. She has strong KO moves in her smash attacks, forward throw, and Rest. It has an amazing air game due to her high air speed; fast, high-priority aerials that provide good spacing and edgeguarding tools; five 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 possesses numeroous weaknesses. Due 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 problems with range, making it vunerable to characters with disjointed hitboxes, like, , , and. Jigglypuff also has difficulties making approaches, as she has problems dealing with projectiles while lacking a projectile herself. She also has a terrible ground game; with a combination of poor ground mobility; the slowest walking and running speeds in the game, short range, and slow speed in her attacks. Also, her overall recovery is arguably one of the worst in the game, while Pound grants her a great horizontal recovery, she lacks a vertical recovery, with her up special, Sing, not even used for recovering, making her easy to gimp. 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 outnumber 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. Jigglypuff has decent air speed, but when combined with her floatiness, great air control, five midair jumps and good priority in her aerials gives it a great air game. However, Jigglypuff's mobility ranks her as the slowest character in the game; her jumps gain among the lowest height, and she has the slowest walking and running speeds, not even her initial dash is fast at all, which makes her ground game arguably one of the worst in the game. The most notable attribute about her is her light 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 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 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. Lastly, down aerial can be used 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 one of the shortest grabs in the game. 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 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 kill most characters 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.

Jigglypuff has KO moves in all of her smash attacks, forward throw at high percentages and Rest. Due to her five midair 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 characters with powerful moves, throws or 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, due to her 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, her overall range is terrible out of all other characters in the game; including lightweights. This is worsened by the fact that many of her other attacks throughout her general playstyle; like down smash, forward tilt and up tilt have 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 and cancel out her approaches.

Furthermore, while Jigglypuff has a formidable air game, Jigglypuff possesses a problematic game. To top it off, Jigglypuff has the slowest walking and running speeds in the game. Jigglypuff's difficult approaches also worsen this type of flaw, as projectiles can outnumber her while she lacks a projectile herself. Due to these weaknesses, she is a somewhat lackluster in the neutral game and one of the most terrible characters in terms of fighting. Also, she 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 is broken, it will be sent upward with enough force to Star KO herself, which makes her defensive game arguably among the worst in the game, and also allows several characters with potent shield breakers like, and  to easily outnumber her while using shield, also making her vulnerable while using shield, because of her nature being a Balloon Pokémon. 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.

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

Lastly, Jigglypuff also sports an extremely situational recovery. In theory, she possesses one of the strongest and theoretically infinite horizontal recoveries due to her pound, and a decent vertical recovery due to five amount of mid-aerial jumps. However, should Jigglypuff deny to pound while in a recovering situation, her recoveries are enimently limited and hampered; her up-special, Sing, grants negligible vertical height, and while she possesses one of the significant horizontal recoveries, Jigglypuff lacks an actual 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 easily gimped, and is notrious to have one of the most-hampered recoveries in the game.

Jigglypuff is described as an air-based glass cannon, which is a character that possesses a potent offense while being very vulnerable herself, but at the expense of an extremely frail defense and can be easily KO'd due to her extremely light weight. She is also held back by a weak approach, and short range in most of his attacks, and the worst ground game. Overall, her strengths improve Jigglypuff to be a versatile fighter in the game. Regardless, her weaknesses considerably outweigh the aformentioned strengths, and her strengths are not powerful enough to off-set and drastically outnumber 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.