Jigglypuff is a very underused and unappreciated character because she is the lightest character in the game, has the worst ground game (very little range and long smash startup, average tilts), is the slowest character in the game, and also dies due to a broken shield.
However, she also has a great dash attack, good grabs, amazing aerial range and pretty good priority, making her the king of aerials. Also, she has amazing KO moves that can kill opponents at low percentages.
Moves:
1-2 Punch: Jigglypuff does 2 punches before restarting. A fairly weak attack that you generally have to shield or roll after using because they can almost always attack you before you can again after using. Low range.
Side Tilt: A low range attack with small range but decent knockback and power. Use sparingly, generally when you know they will not hit you with a higher priority move.
Down Tilt: A decent move, but with little application, just like most down tilts. It has decent range but leaves you vulnerable for aerials.
Up Tilt: No longer a great move, even though it has pretty good priority. However, it has a much greater knockback so you can no longer combo to rest from it.
Side Smash: Decent Range, like most side smashes with a fair amount of startup lag and decent end lag. Good after a setup, but not a great KO move. It can kill in the 100’s, but Jigglypuff generally can kill much earlier.
Up Smash: A low range, decent priority move that requires little startup but has decent ending lag. Not very useful because it although it can be used during dashing, she doesn’t exactly move during the smash, so its applications are limited.
Down Smash: Has a fair amount of startup and a bit of end lag, a strong move that keeps the opponent on the ground (it sends them below the level of the stage if they end up in the air as a result of this attack, which is very useful). Decent range (like Marth’s down smash), but once again needs a set-up.
Dash Attack: A fairly strong and good move for Jigglypuff on the ground. One of her better options. Good knockback and a decent KO move if all else fails (i.e., if you have failed with Jigglypuff and your opponent is at 120+).
Standard B: Rollout: Jigglypuff charges rollout for a while and releases it when you release B or press A. She then moves at a fast speed and if she hits, it does 18 damage and has a huge amount of knockback, allowing you to kill at around 80 damage. However, it has a decent amount of end lag when the rolling stops, allowing you to be punished if used excessively. One of her best KO moves, also hits when the opponent is on the floor.
Up B: Sing: A fairly pointless move, it puts the opponent to sleep for a short period of time that increases at higher damage. At around 110 damage, the player stays asleep longer than the animation, and since it has almost no range, it is almost pointless. However, if you use it right above the ledge, it cancels the singing animation, allowing you to get a free quick attack on your opponent if they are asleep.
Side B: Pound: A high priority move with decent power and a huge vertical knockback. On the ground it has very little range, However, in the air it has over double the range and can be used with the Up or Down buttons to have a rising or falling pound. These allow you to direct your attack better, and rising pounds allow you to have almost infinite horizontal recovery.
Down B: Rest: A situational but very powerful move. Jigglypuff goes to sleep for 3 seconds but releases a huge amount of energy that kills most players at around 60 damage. Almost requires a setup because if missed or shielded against (it does not break a shield or come close, pound destroys half a shield and rest about a quarter), you are left vulnerable. To hit it you must overlap their character.
Grabs: One of her better options on the ground, great after shielding. All her grabs do 10 damage and none can be used to combo out of, but they can definitely be useful in setting up KO’s.
Up-Throw: A pretty much useless throw that sends the opponent up high with a little bit of hit-stun. However, there is not enough for you to combo out of it, unlike melee where it could set up a rest combo.
Down-Throw: Sends them up with slightly less height but no hit-stun.
Back Throw: A great set-up for kills, it sends the opponent fair backwards with little vertical incline.
Front-Throw: a relatively useless throw that sends the opponent between a 30 and 45 degree angle.
Front Aerial: A relatively strong move with average priority that does have a sex-kick, or a hit after the original attack that is weaker with much less knockback. With the next two aerials, this is the bread and butter of Jigglypuff’s gameplay.
Back aerial: A kick backwards with a fair amount less knockback but great for setting up multiple hits.
Standard (Neutral) Aerial: A kick with a 45 degree knockback that has a very long sex-kick. Great after an set-up hit or using it above the opponent and then coming down because it will stay out for a while.
Down aerial: 8 consecutive hits with high priority. No knockback to speak off, but great for setting up other moves, especially when short hopped (let go of jump earlier) into.
Up aerial: A lower priority move with a small knockback, not used that often because almost all Dair moves can beat it out.
Shield: A very strong defense that when broken, results in Jigglypuff’s death.
Strategy:
Wall of Pain (WoP): Jigglypuff has such a bad ground game that any Jigglypuff user substitutes her ground game by using shorthopped (mainly) or sometimes fullhopped aerials. These mainly consist of fairs and bairs, as well as pounds and nairs. Off-stage WoP’s result in the best edgeguarding in the game (this is not debatable). Since she has so many jumps and rising pounds pound for amazing recovery even with no jumps, Jigglypuff can hit the opponent and keep on hitting them further from the ledge until they cannot recover. (
YouTube - Revenge: A Jigglypuff Combo Video )
WoP into Ground Moves: After hitting with these moves, players can integrate a tilt, 1-2 punch, or dash attack or grab sometimes. This allows you to make your game slightly less predictable, which is hard factor with Jigglypuff.
Drill resting: A shorthopped dair (start the dairs while still going up so you finish the last kick in the air) into a rest results in a combo or near combo combination that kills at around 50-60 damage for almost all characters.
DIing to Avoid Shield Grabs: In the air, Jigglypuff pretty much has to attack so many players shield grab her or attempt to. This can be avoiding by using Directional Influence away from them after using the attack. This can also be used effectively after a rising or falling pound (not neutral pound).
Empty Shorthopping: Shorthopping and then just DIing away can make it so your opponents use a move with high ending lag, allowing you to get a free hit on your opponents.
King Dedede’s B-Up and Other Long Landing Moves (Marth’s B-Up, Falco and Fox’s B-Side and B-Up, Lucas’s B-Up): King Dedede’s is special. If you see a King Dedede who has around 80 or more damage use his B-Up and not cancel it, you should anticipate, avoid the landing, and immediately jump over and and rest him. His landing takes so long that he cannot avoid it. For other characters whose B-Up leaves them vulnerable, you can rest them when they land. Some like Marth, Fox, and Falco, their recoveries leave them almost paralyzed, allowing you to anticipate where they will go, go under them and rest. However, for others, you should be cautious because they can avoid your rest leaving you vulnerable.
Apporach: A rising or falling pound approach is a great one because it has high priority, cannot be shield grabbed, and has good knockback.
If you have any questions, post here or PM me on my youtube account which is at:
http://www.youtube.com/illinialex
Counterpick Stages:
Final Destination: Great stage because it is a long flat stage which is perfect for Jigglypuff.
Smashville: Only 1 platform and is still great for off-stage WoP's and rollout. Also has less room for the opponent to use projectiles, which is nice.
Brinstar: The lava really helps you because you can gimp opponents into it and then rest them after getting hit by the lava. Don't worry about the platforms.
Delfino Plaza. The water helps because it instantly awakes you when you rest. Also, many of the later parts of the stage are flat and thats great for Jigglypuff. Also, you can go under and attack from below.
Soon to be added: matchups and counterpick stages.