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Jigglypuff
Basic Moves
On the ground basics
 
Controls Description
Damage
Launch meter
A Punch
3%
X
Forward or back + A Forward lunge
16%
3
Forward or back , A Spin punch
6%
X
Forward , forward , A Running headbutt
8%
X
Up + A Headbutt
17%
1
Up , A High kick
8%
X
Down + A Split kick
9%
6
Down , A Low kick
8%
X
B Wind-up punch
10%
X
Up + B Put opponent to sleep*
0%
X
Down + B Put yourself to sleep
0%
X
R Upwards Throw
12%
X
R, Back Rollback Throw
12%
2
 
In the air basics
 
Controls Description
Damage
Launch meter
Kick
11%
4
Forward + A  Double kick
13%
X
Back + A  Back kick
10%
X
Up + A  Overhead punch
12%
5
Down + A  Downward running stomp**
3-21%
X
Wind-up punch
10%
X
Up + B  Put opponent to sleep*
0%
X
Down + B  Put yourself to sleep
0%
X
 *Attack puts opponent to sleep for a few seconds--the move itself causes no damage.
**Depends upon how many times you hit your opponent.

Headbutt
    An excellent launcher for many reasons. It's very fast and so has little to no setup and recovery time. Plus, the range on it is pretty good as it hits opponents behind Jiggly, in front of Jiggly, and above Jiggly. And, to top it off, this is the move of Jigglypuff which launches at a much lower damage level than any other of its moves.
Rollback throw
    Don't even think about using Jiggly's other throw unless you think that you can chain into a combo with it. This is a rather powerful throw but remember that you must be facing away from an edge for it to be lethal. You might try comboing into it with the downward running stomp if your opponent is near an edge. You'll probably even have enough time to turn away from the edge and then throw if you have to.
Forward lunge
    Nice range and, unlike Fox's drill kick, Jiggly doesn't end up on his back. Consequently, there is very little recovery time and this makes it a much better launcher. Try this move when your opponent is coming back from a launch and is about to grab the side of the board. Jiggly can get just enough of his body over the edge to connect with your opponent and send them flying, again.
In-air kick
    This move simply has a lot of versatility and range. Since Jigglypuff has five jumps, you shouldn't have a problem connecting with it. The only problem is that it simply isn't all that powerful.
Overhead punch
    Though this is an air move and therefore has a lot of range in terms of where Jigglypuff can execute the move, with Jigglypuff's small arms, if you want to call them that, it doesn't really have much range in terms of where it will connect with your opponent when executed. Combine that with the fact that, even though it connects in the air which is nearer to the KO ceiling, it doesn't launch all that well and you would be better off just waiting for your opponents to fall and using the headbutt.
Split kick
    This move doesn't have much range even though it connects on both sides of Jigglypuff. It also isn't very powerful and hits opponents at a more or less 45 degree angle. Therefore, it isn't very vertical and isn't very horizontal and so has problems knocking opponents into one of the KO areas.

Combos
2-move combos
 
 
Damage level of opponent
Damage inflicted
Description
Any level
Up to 41%*
Jump so that you are directly above an opponent. Then, hit your opponent with a downward running stomp. If you land directly at your opponent's feet, you should juggle him slightly into the air. At this point, quickly press R to grab him for the throw or do Jigglypuff's headbutt. Do a rollback throw if your opponent has a lot of damage and you are facing away from an edge. Makes for a great launching combo.
60-120%
20%
Face away from your opponent. If you are relatively close, attack with a high kick. Then jump straight up or slightly backwards and send your opponent flying with a back kick.
*Depends on how many times you hit your opponent with the downward running stomp.
 
3-move combos
 
 
Damage level of opponent
Damage inflicted
Description
Under 170%
Up to 44%*
Start off with a downward running stomp. Then, as quickly as possible, do a high kick. Then, if your opponent is under 100%, use a headbutt to finish it off. If your opponent is over 100%, finish with an overhead punch.
Under 40%
Up to 48%*
Start off with a downward running stomp and then grab your opponent as he is falling down with R. Then use the upwards throw to set your opponent up for an overhead punch.
*Depends on how many times you hit your opponent with the downward running stomp.
Strengths
If you're going to play as Jigglypuff, you had better rely tremendously upon its downward running stomp. Not only does it have great priority, but you can get up to eight hits with it for a total of 28% damage max. However, if you get someone while they're jumping, it's entirely possible that, because Jigglypuff falls so slowly, you can do it twice in a row to an opponent for even more damage. Beyond that, always use the headbutt and forward lunge for launching, the headbutt more often than the forward lunge. Finally, take advantage of Jigglypuff's five jumps to avoid taking more damage in the air than you need to. If you get mini-launched, or are simply coming back from a launch to the side, avoid air or high attacks by using your extra jumps with great timing.
Weaknesses
Jigglypuff, whether on the ground or in the air, is tremendously slow. Thus, whenever it is high on damage, get after it and attack as best you can. However, especially concentrate on when Jigglypuff is in the air because when it jumps, it puffs up and becomes even easier to hit, and therefore launch. Also, try your best to almost always attack from above. With Jigglypuff's amazingly high priority downward running stomp, attacks from below almost never get through. It is a much different story when attacking from above. Jigglypuff's high kick, headbutt, and overhead punch have little range and only the headbutt will launch you if you have around 100% damage.