Jigglypuff Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

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Super Smash Bros. Ultimate Jigglypuff Guide

This is a guide to Jigglypuff in the game Super Smash Bros. Ultimate. Everything about Jigglypuff, including how to unlock them, bread and butter combos, frame data, alt costumes and skins, as well as Jigglypuff matchups and counters, can be found here.

Jigglypuff Tier and Overview

Stats and General Info

Jigglypuff
Jigglypuff Image
Game Series Pokémon
Smash Bros. Debut Super Smash Bros. (64)
Fighter Number 12
Unlock Order 15
Number of Jumps 6
Weight 68 Units (87/87)
Dash Speed 1.271 (86/87)
Air Speed 1.332 (2/87)
Fast Fall Speed 1.568 (88/87)
Special Attributes None

Tier List Placement

SSBU Jigglypuff Icon D Tier Tier

A light and floaty character that packs a punch with Down B

Jigglypuff in Smash Ultimate is a fighter that primarily relies on its aerials to smother opponents, and knock them offstage for an edgeguard. Its long hitboxes on aerial attacks allows it to jump near opponents and apply pressure consistently. Jigglypuff also has Rest, which can be comboed into, and can lead to rather early kills.

Jigglypuff has several weaknesses, primarily in the fact that it is extremely light and easy to KO. It also has rather poor overall mobility, and may struggle to approach. Since it has no projectile, Jigglypuff often struggles against characters with good range or multiple projectiles, as it is prone to being zoned.

See Our Tier List Here!

Jigglypuff's Strengths and Weaknesses

Strengths ・Very powerful Down Special (Rest)
・Good at recovering (has 5 jumps total)
・Very good at edgeguarding with aerial attacks (Nair, Bair, Fair)
・Very fast air speed
Weaknesses ・Extremely light and dies early
・Many moves have low knockback, resulting in opponents countering Jigglypuff's attacks easily at low percents
・Poor range on all attacks, and no projectile
・Slow movement, and poor overall mobility
・Struggles to kill, as well as approach

Jigglypuff Matchup Chart

Matchup Chart

Jigglypuff Image
-2
IkeLucinaMr. Game & WatchPalutenaShulkSonicYoshi
-1
Banjo & KazooieBylethChromCloudCorrinDiddy KongDuck HuntFalcoFoxGreninjaHeroInklingJokerKenLinkLuigiMarioMarthMega ManMeta KnightNessOlimarPac-ManPeach/DaisyPikachuPiranha PlantPokemon TrainerR.O.B.Rosalina & LumaRoySamus/Dark SamusSephirothSheikSnakeToon LinkWarioWolfYoung LinkZeldaZero Suit Samus
0
BayonettaBowserBowser Jr.Captain FalconDonkey KongDr. MarioIce ClimbersIsabelleKing DededeKirbyLucarioLucasMewtwoMii GunnerMii SwordfighterMin MinPichuPit/Dark PitRidleyRobinRyuSimon/RichterSteveTerryVillagerWii Fit Trainer
+1
GanondorfIncineroarKing K. RoolLittle MacMii Brawler
+2

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Jigglypuff.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Jigglypuff Combos

Rest Combos
Jump→Side Special→Jump→Down Special
Jump→Up Air→Jump→Down Special
Bread and Butter Combos
Up Tilt→Up Tilt→Up Air
F-air→F-air

Jigglypuff Kill Confirms

Combo 1
Combo 2
Jump→Side Special→Jump→Down Special
This can be used on opponents with middle percents or lower.
Jump→Up Air→Jump→Down Special
This can be used on opponents with middle percents or lower. The trick to landing this combo is to hit the up air while falling.

Jigglypuff Bread and Butter Combos

Combo 3
Combo 4
Up Tilt→Up Tilt→Up Air
This combo can be used on opponents with low percents. Use this combo to rack up damage before dealing a killing rest combo.
F-air→F-air (falling)
This can be used on opponents with middle percents or lower.

Jigglypuff Frame Data and Moveset

Best Out of Shield Options

Move Frames
Jump > Down B 5 Frames
Neutral Air 9 Frames
Shield Grab 10 Frames
Down Air 10 Frames

Jigglypuff's out of shield options are a bit limited. While jumping into Rest is her fastest out of shield option (5 frames), it is a huge commitment, and if whiffed will lead to a big punish, so it shouldn't be used recklessly. Neutral air is a decent out of shield option at 9 frames, though it won't be quick enough to punish most safely spaced moves. Down air is also a decent option, again provided that the move you are attempting to punish was unsafe.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Jab 1
(A)
3.6 5 2 10
Jab 2 3.6 5 2 13

Jab

Jigglypuff's jab has similar start up frames to nair and fair, so it is better to use them over jab in almost any scenario, especially for poking or pressuring shields.

Dash Attack / Tilts

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Dash Attack
(Dash + A)
14.4 5 4 31
Dash Attack (Weak Hit) 9.6 9 12 19
Forward Tilt
(← or → + A)
12 7 4 17
Up Tilt
(↑ + A)
10.8 9 2 14
Up Tilt (Weak Hit) 9.6 11 3 11
Down Tilt
(↓ + A)
12 10 3 18

Dash Attack

Dash attack can be used as a kill option at high percentages. It also has a long active hitbox, making it difficult to counter.

Forward Tilt

Forward tilt can send your opponent slightly back. Use this move to create some space between you and an opponent. You can also tilt this move up or down depending on the size of your opponent.

Up Tilt

Up tilt can combo into itself, and can also KO opponents from about 130%.

Down Tilt

Down tilt can send opponents flying to the side. When at high percents and near the ledge, use this attack on your opponent.

Smash Attacks

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Forward Smash
(Smash ← or → + A)
19.2 16 4 30
Up Smash 1
(Smash ↑ + A)
18/15.6 16 4 26
Down Smash
(Smash ↓ + A)
13.2 14 3 32

Forward Smash

Jigglypuff's forward smash takes a large step forward, making its attack range quite long. If you mix it in with a dash, it becomes easy to connect.

Up Smash

Jigglypuff's up smash has a ull 180 degree range. However, it has slow start up frames which makes it risky to use.

Down Smash

Jigglypuff's feet for down smash are invulnerable. It also has high side knockback, making it one of the best smash attacks for Jigglypuff.

Aerials

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Neutral Air
(A + no direction while airborne)
13.2 6 2 36
Neutral Air (Weak Hit) 7.2 8 23 13
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
10.8 8 2 27
Forward Air (Weak Hit) 7.2 10 11 16
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
15.6 12 2 23
Up Air 1
(↑ + A While Airborne)
10.8 9 13 18
Down Air
(↓ + A While Airborne)
1.8 7/10/13
16/19/22
25/28
2 44/41/38
35/32/29
26/23

Neutral Air

Nair has fast start up frames and its hitbox stays out a long time, making it a great move for pressuring opponents. If used against an opponent offstage, and can lead to a KO. It is one of her main approach tools, and is -5/-6 on shield, making it hard to punish from shield.

Forward Air

Forward has a long lasting hitbox and good range. It has low endlag, and is also -5/-6 on shield, so it's another good approach tool. Use this move to carry opponents off stage and edgeguard them.

Back Air

Has a much shorter hitbox than Jigglypuff's other aerials, and is slower than nair/fair, but it is one of her strongest aerials, and can be used to KO. It has good range, and is good for spacing out opponents.

Up Air

Up air has a lingering hitbox and can throw opponents into the air slightly, making it good for connecting combos. When your opponent is around middle percents, connect up air with down special to finish them off.

Down Air

Dair has a lingering hitbox and can be used to snuff out an opponent's attempt for a follow up attack. It can also combo into down special by landing before the final ht and then using rest.

Specials

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Neutral Special
(B)
24 40~60 - 52
Side Special
(← or → + B)
13.2 13 16 11
Up Special (Hit 1)
(↑ + B)
0 27 10 113
Up Special (Hit 2) 0 61 10 79
Up Special (Hit 3) 0 100 10 40
Down Special
(↓ + B)
24 2 3 205

Neutral Special (Rollout)

Jigglypuff's neutral special will charge up power then perform a quick rolling attack. This attack does massive shield damage, and it can be used to break shields by reversing and hitting it multiple times. Be careful when using it not to SD.

Side Special (Pound)

This attack has a large long lasting hitbox and is powerful, making it a superb move in Jigglypuff's kit. It will throw your opponent up slighlty, which will allow you to combo them.

It also does heavy shield damage and can be used to break shields if an opponent uses them repeatedly.

Up Special (Sing)

Up special's hitbox is quite small, but can put opponents who are nearby you to sleep, which can set up for a combo into rest. The higher percentage your opponent is, the longer they will sleep, and it is not affected by mashing.

Down Special (Rest)

Jigglypuff is invulnerable for just one frame when down special begins, but if you are touching your opponent, you will deal an extremely powerful move with high knockback. After that, Jigglypuff is left very vulnerable, so it should be used as a combo finish to KO opponents. Learning how to KO with this move is an essential part of Jigglypuff's playstyle.

Grabs and Throws

1v1 Damage (%) Startup Frames Active Frames Cooldown Frames
Pummel 1.56 1 1 5
Grab (Normal) - 6 2 25
Dash Grab - 9 2 29
Pivot Grab - 10 2 23
Forward Throw (Hitbox)
(← or → While Grabbing)
6 10 2 24
Back Throw (Hitbox)
(← or → While Grabbing)
12 26 1 23
Up Throw (Hitbox)
(↑ While Grabbing)
9.6 9 1 28
Down Throw (Hitbox)
(↓ While Grabbing)
7.2 60 2 23
7.2 62 1 22

Forward Throw

Jigglypuff's forward throw will send your opponent flying diagonally forward. Use it to throw your opponent off stage or gain stage control.

Back Throw

Jigglypuff's back throw will throw your opponent behind you. Use it to throw your opponent off stage or gain stage control.

Up Throw

Up throw will toss your opponent into the air. This is the weakest of Jigglypuff's throws, but can put an opponent into disadvantage, which is Jigglypuff's speciality.

Down Throw

Down throw will also send your opponent flying diagonally forward. This is the highest damaging throw, although it doesn not combo, so use it when you are unsure which throw to toss out.

Final Smash

Attack Name How to Use Effect
Puff Up Press B after obtaining the Smash Ball Jigglypuff becomes extremely large, pushing all opponents it touches away. Works best on smaller stages when used in the center, since opponents will have nowhere to go.

Jigglypuff Balance Changes

Version 11.0.0 Balance Patch

Change
Other Matched the vulnerability with other fighters when falling in place.

Version 8.0.0 Balance Patch

Change
Final Smash Made the opponent's movements slower during the initial slowdown period.

Version 6.0.0 Balance Patch

Change
Air Dodge Reduced vulnerability.
Moving Air Dodge Reduced vulnerability.
Down Air Attack Shortened the landing time after using the move.
Reduced vulnerability when landing after using the move.
Forward Throw Adjusted launch angle.
Neutral Special Shortened the charge time until reaching max charge.
Side Special Increased the duration of the damage animation when the move hits.
Increased the opponent’s downtime when shielded.

Version 3.1.0 Balance Patch

Change
Neutral Attack 1 Made it easier to hit multiple times when continuing with Neutral Attack 2.
Neutral Attack 2 Increased attack range.

Version 3.0.0 Balance Patch

Change
Final Smash and FS Meter Made it easier to push opponents while big.

Version 2.0.0 Balance Patch

Change
Side Tilt Attack Reduced vulnerability.
Down Tilt Attack Extended launch distance.
Up Smash Attack Increased attack power of low-power zone.
Back Air Attack Increased attack speed.
Forward Throw Adjusted launch angle.
FS Meter Extended launch distance.

Major Changes From Smash 4

Change
Side Special
(← or → + B)
Allows Jigglypuff to move left or right after hitting. Works as a combo start = Buff.

How to Unlock Jigglypuff

Unlocking Via Smash Mode
15th Fighter Unlocked
After unlocking Ike, let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classing Mode 2 times using Kirby.
Unlocking via World of Light
River Woods

There are three ways to unlock Jigglypuff. Completing any of these, then defeating Jigglypuff when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Jigglypuff Alt Costumes and Skins

Jigglypuff Reveal Trailer

Smash Ultimate Character Guides

Fighters.png
List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

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    New Comment

    • >>[7]
      Shulk does have the speed option, so that’s a good choice.
      Or, you can use spirits that increase speed.

    • >>[5]
      Is there any Mario character matchups here?
      Or Yoshi character matchups?
      Thank you so much!

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