~Moves List~
-Standard Attacks-
Jab: A (3%)
Jiggly punches it’s opponent.
Id just stick to Double jab on this one.
Double Jab: A, A (5%)
Jiggly punches it’s opponent twice.
Two Jabs. This is a pretty decent move. For after you can follow it up with a grab.
~Smash Attacks~
Headbutt: Up Smash (13%)
Jiggly launches a headbutt. This move is slightly slower in Brawl and isnt as reliable as it once was. Though I personally didnt use it too much...Jigglypuff players, as well as everyone else is able to dash and immediately go into into an up smash if they wish to do so instead of performing a dash attack.
Spin Splits Kick: Down Smash (13%)
Jiggly kicks on both sides.
This knocks the enemy off their feet, more to the side than upwards. A great Edge-Guarding move. When the opponent is hit with this move they are sent downwards at an angle. Once again a great move for edge guarding
Furious Kick: Forward Smash (16%)
A fierce kick.
This move got a bit nerfed as well when it transitioned over to Brawl. Jigglypuff's leg no longer grows larger, thus making the hit box for this move smaller. However when combined with the Stutter Step, you can go about 1/6th the length of Final Destination. The potential to kill with this move is still there.
Vertical Kick: Tilt Up (9%)
Jigglypuff kicks backwards, hitting enemies above and behind it.
This used to be the move universal move that would easily allow Jigglypuff users to combo into rest. However, with the new system, this is no longer the move of choice to combo into it since rest kills now at higher percents.
~Tilts~
Low Kick: Tilt Down (10%)
Jiggly ducks and kicks.
Has surprising reach, useful for stopping dash attacks or smacking those lying on the ground. I wouldnt recommend it for it has little knock back.
Spin Kick: Tilt Forward (10%)
A spinning kick.
This move is
(Alright, most of those tilts I dont use, except for uptilt so...Yeah...I need a bit of info on the uses for those. Though I believe that most of those will be situational...So yeah, be sure to post info on those tilts here. However, if there are none, I just keep them as they are.)
~Aerials~
Aerial Kick: A (In the Air) (10%)
A kick in the air.
This move comes out just as fast as jigglypuff performing a bair. It also makes jigglypuff a giant moving hitbox.
(More information in Transitions)
Vertical Punch: Tilt Up (In the Air) (9%)
Jigglypuff punches in the air.
This move is a good move that can juggle opponents into the air. Also another great set up move for Rest.
(More information in Transitions)
Aerial Spin Kick: Tilt Down (In the Air) (1-2% per hit)
Jigglypuff kicks a number of times on its way to the ground.
As seen in The King's Rollout Video, This is a good move to keep your opponents off of the edge. It is greatly under used and can be used to make your opponents drop closer to the floor and maybe if the opponent DI's the way you want them to you might be able to fair or bair them right after and then make your way back up to hog the edge. In Brawl, you are able to use this move in the same way, and it keeps them inside of Jigglypuff longer then usual. Allow her to go into different moves after.
(More information in Transitions)
Double Kick: Tilt Forward (In the Air) (12%)
Jiggly performs a dropkick in the air.
This is a great attack. It is also a great alternative to use for Jigglypuff's Wall of Pain, or as an alternate to help you get back to the stage.
(More information in Transitions)
Single Kick: Tilt Back (In the Air) (12%)
Jigglypuff kicks behind itself.
Another great move for it has incredible knockback and is another essential to the Wall of Pain.
(More information in Transitions)
~The Running Attack~
Flying Headbutt: A While Running (12%)
Running headbutt.
This a good move when the opponent is trying to escape from the Wall of Pain for it clears the little space and knocks them back up for another Wall of Pain. This is also another great move that can be used for edge guarding since it has not only vertical reach but horizontal reach as well.i
~Throws~
Forward Throw (10%)
This is a great move for making space between you and your opponent in addition to setting them up for another Wall Of Pain. Works just as well if you throw them off the edge and intercept them by using fair.
Backward Throw (10%)
This is the highest knockback throw and well is used for the same reason the Forward throw is used.
Downward Throw (8%)
This is a better alternative then to up throw. It still sends them up too high, but you have a better chance at getting them by using a down throw.
Upward Throw (11%)
This move throws them up very high into the air...Thats about all its good for and it sends them up too high to even do anything right after
~Special Techniques~
Neutral B (Roll Out) (16%)
When they transferred Rollout over to Brawl they improved the time it takes to charge the attack. In addition, if it makes contact, Jigglypuff’s lag frames have been reduced to almost nothing when she lands. This is a much better attack and I believe you should be able to use it more often in Brawl then you could in Melee
Side B (Pound) (10%)
When transferring Pound over to Brawl, I believe that they have nerfed it a bit. In my opinion I believe that the move’s hitbox has been made smaller, and that it does less damage. However, it now launches the opponent straight up when it makes contact which means it would be easier for a Jigglypuff to start comboing straight out of a Pound. In addition, like in Melee you are able to perform a Rising Pound. A Rising Pound is a technique that allows Jigglypuff the god tier recovery that she had in melee. In order to perform a Rising Pound you do a normal pound and then after that tilt the Control Stick up a little bit and if you have done it right Jigglypuff will go up a little bit when performing her attack. This in combination with her 5 Jumps will allow her to recover from almost anywhere.
Up B (Sing) (N/A)
Sing is still the same in Brawl as it was in Melee. This move puts your opponent to sleep and you still keep on singing. However, there was a nerf in this move. As you all know, you are able to use sing and if you are about to grab the ledge, you grab it and immedietly stop the singing animation. If your opponent was caught in this, you would be able to have them be asleep forever. However, in Brawl, once theyre asleep they cannot be affected by the song again while theyre asleep. No need to worry about this move as you will probably find the use for this move very situational anyways.
Down B (Rest) (16+%)
Rest is the move that Jigglypuff players loved for its ability to hit at any percent and kill an opponent instantly. However in Brawl it has been nerfed and is only able to kill at moderately high percents. The time that Jigglypuff stays asleep is basically the same time in Melee, and the Rest time in Brawl is only faster by a few frames, so it doesn’t really make too much of a difference. You are still open for a long time, allowing your opponent to essentially kill you. In addition, with the new physics engine, it seems as though it is going to be harder to combo into rest, especially since it kills at much, much higher percents in Brawl. However, it also has received a few buffs when it had entered Brawl. When an opponent is hit with a Rest, they also receive a flower on top of their head like they were hit with a lip stick and their damage slowly builds up right after you hit. In addition if you hit the water when you perform a Rest, you instantly wake up upon contact thus allowing you to use Rest with the fear of getting hit for being asleep. Rest over all has been nerfed, but it is still a move to be reconed with…
The following is most, if not all of the rest percentages for each character. I believe DI wasnt applied, so keep that in mind.
The following characters can be KO'd by Jigg's rest starting from said percentage.
I Used a CP in Training mode on Final Destination.
Characters are listed by percentage from highest to lowest.
All Characters included.
~~~~~~~~~~~~~~~~~~~~
DeDeDe - 87%
Snake - 83%
Donkey Kong - 80%
Captain Falcon - 79%
Ike - 77%
Ganondorf - 76%
Bowser - 75%
Link - 75%
Wolf - 73%
Charizard - 72%
Wario - 72%
Yoshi - 71%
ROB - 70%
Ivysaur - 70%
Samus - 69%
Lucario - 68%
Pit - 68%
Sonic - 68%
Marth - 67%
Luigi - 67%
Mario - 67%
Diddy Kong - 66%
Ness - 66%
Falco - 65%
Lucas - 65%
Toon Link - 65%
Ice Climbers - 63%
Pikachu - 62%
Pikmin and Olimar - 62%
Peach - 61%
Zero Suit Samus - 61%
Zelda - 60%
Sheik - 59%
Meta Knight - 59%
Kirby - 59%
Fox - 58%
Mr. Game and Watch - 57%
Squirtle - 54%
Jigglypuff - 52%
As of late, a test was also done with rest that involved DI and the following results were achieved.
So I figured out all the percents that people live until with DI and an attack and its listed in order from dieing first to last:
Jiggs 57%
Metaknight 64%
Sheik 64%
Zelda 65%
Fox 65%
Peach 66%a
Olimar 67%
ZSamus 69%
GW 69%
Y. Link 70%
Lucas 70%
Squirtle 70%
Falco 70%
Kirby 71%
Diddy 71%
Luigi 72%
Pit 73%
Lucario 73%
Rob 75%
Yoshi 77%
Sonic 77%
Charizard 78%
Wario 78%
Wolf 79%
Samus 80%
Mario 81%
Marth 81%
Bowser 81%
Pika 83%
Ivysaur 85%
IC's 86%
C. Falcon 88%
DDD 93%
Ganon 94%
Ike 97%
Link 98%
DK 100%
Snake 103%
*Note 1: Air dodging made the difference about 0-1% of the death percent, an attack is most likely always better to use when you get set back hard enough to die.
*Note 2: Heavier characters do not always die last over the top. There are many other factors such as falling speed, nature of the move used (not all moves cut momentum equally), differences in ability to DI (I don't know if this exist), and other things I don't know about.
*Note 3: While I tested these percents multiple times and such, there is still some possibility of error. There may be a better move to cancel out momentum with any given rested character, and its possible that my timings were off. As far as the timings go, the difference between starting a dair a couple frames apart could mean the difference between ganon dieing at 85% or living at 93%. Generally the hit stun finishes when they are close to the top of the screen but I couldn't tell an exact time when the hit stun wore out so I just mashed an attack over and over again and sometimes the move came out a couple frames sooner than other times. If someone finds out that a character can live longer than what I posted, please mention it.
~Final Smash~
Jigglypuff's final smash is an attack where she grows, freakin HUGE!? and takes up most of the screen. At the end of the attack when she has grown to full size, she yells out Jiggly! And then starts deflating. When that happens, those who are touching Jigglypuff or are near her will be pushed off to the side really far. This attack is best used when your opponent is off the edge or is really really close. SO when you pull off the attack, they are pushed off the edge with no way of getting back on. And when Jigglypuff releases the energy she was building up, they will be pushed off of the side and kill. This attack is best used in smaller stages.