With over 70 characters, it can be daunting to pick your favorite and learn the ins-and-outs of their moves. However, with a few tips and tricks on how Jigglypuff plays that are not found in most guides, you’ll soon find yourself dominating the other players in no time!

The “super smash bros ultimate jigglypuff rest” is a guide that will teach you how to play as Jigglypuff in Super Smash Bros Ultimate.

Super Smash Bros Ultimate Jigglypuff Guide

There are a number of characters in Super Smash Bros Ultimate, all with different play styles. On the roster, you’ll find rushdown, zoning, and all-rounder players. However, there are a few characters that are more of a wild card, one of them being Jigglypuff. That’s why we made the Ultimate Jigglypuff Guide for Super Smash Bros.

Jigglypuff is a one-of-a-kind character, as anybody who has played as them knows. They may be a devastating opponent to battle if employed appropriately. This tutorial will show you how to use Jigglypuff effectively and provide you the skills you need to win games against a range of opponents.

Jigglypuff’s Playstyle

Jigglypuff has a floating personality. To utilize them, you’ll need a lot of patience, timing, and the ability to never let go once they’re in. Jigglypuff’s arms and legs are small and stubby, thus close fighting is essential.

The basic strategy is to irritate the opponent by applying constant pressure and not allowing them to recover after you’ve struck them. Then it’s a matter of meeting them offstage and employing aerial pokes to keep them off the ledge. It’s a good idea to look through Jigglypuff’s strengths and Weaknesses from here.

image-1-1024x576 Super Smash Bros Ultimate Jigglypuff Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Strengths

Jigglypuff’s air mobility is likely the finest among the rest of the roster. You can air-jump five times and travel horizontally really quickly. While you combine the two, you get an extremely hazardous character to deal with when you’re not on the main stage.

It’s virtually checkmate after Jigglypuff takes an opponent offstage. Jigglypuff’s air control is legendary, earning it the moniker “The The Painful Wall.” The reason for this will be discussed again later in this book.

Weaknesses

Because Jigglypuff is a floating character, one of their major drawbacks is that they are more likely to perish at low percentages.

Many of Jigglypuff’s up-close attacks may trade off with the opponent if the timing is improper. If you’re thrown off-screen or have a greater damage %, this might be problematic. Jigglypuff will struggle to win head-to-head bouts.

Another disadvantage is that if Jigglypuff’s shield is broken, they would perish instantaneously. Because every character has a move that may quickly decrease shield health, Jigglypuff is at a higher danger than the others. Because defense isn’t Jigglypuff’s strong point, it’s advisable to avoid high-pressure situations.

Jigglypuff’s Techniques

A lot of Jigglypuff’s Techniques are very limited within their range. For such a small frame, they are able to cover a lot of space when mixed in with their air mobility. The key is to use a lot of the air moves. This way, Jigglypuff would be used to their full potential of range, and can really take control once a move can land. 

Neutral A

image-2-1024x576 image-2-1024x576 Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

This is an excellent pick for poking. It may be pushed twice for a two-jab combination. Neutral A is lightning fast at stopping the opponent from making a move. You may control the fight by hitting them with a single jab to see what they do.

Tilt to the right

image-3-1024x576 Tilt to the right Jigglypuff Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Not a bad option, but not a great one either. Tilt to the right is simple tool to get Jigglypuff’s pressure started and to keep your opponent away. It is a little slow compared to other buttons, but can be situational because of the angles you can create with it.

Down Tilt

image-4-1024x576 Down Tilt Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

A little similar to Tilt to the right, Down Tilt is perfect for sending the opponent off stage with the perfect angle to follow up. Use this if the opponent is trying to recover and grab the ledge.

Up Tilt

image-5-1024x576 Up Tilt Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

This Jigglypuff move is mostly utilized to launch a combination. Jigglypuff’s back must be towards the opponent for Up Tilt to connect. If they are at low percentages, you may attempt to follow up with an aerial assault or just connect with another up tilt.

Smashing Forward

image-6-1024x576 Smashing Forward Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

A long reaching move that has decent damage and knockback. There are better options considering that this move is really unsafe if it is dodged or blocked. Best to avoid Smashing Forward move if you are looking to finish off a stock.

Smash it down!

image-7-1024x576 Smash it down! Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Not a high damaging move, but similar to Down Tilt, Smash it down! gives Jigglypuff a good angle for a follow. The move does not have a lot of range, so best to be in the correct position if an opponent tried to roll.

Up Smash

image-26-1024x576 Up Smash Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Jigglypuff’s upper torso is mostly covered by Up Smash. It is capable of killing at a very high rate. If your opponent is in the air above you, you may strike them, but it will take some careful timing since it does not cover as much ground as their other moves.

Attack on the run

image-8-1024x576 Attack on the run Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

If timed correctly, Attack on the run can be a KO move for Jigglypuff. However, it is super slow and really punishable after being blocked- so use it carefully.

Neutral B

image-9-1024x576 Neutral B Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

There’s no need to utilize Neutral B unless you’re attempting to recover from the sides of the displays. Jigglypuff can readily recover without Neutral B due to their mobility.

Side B

image-10-1024x576 Side B Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

When dealing with a defensive opponent, Side B is a fantastic strategy. If it hits a shield, it greatly depletes it, increasing the likelihood of a guard breach. This may be used to frighten your opponent into not guarding and forcing them to play your game.

Up B

image-11-1024x576 Up B Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Jigglypuff, unlike the rest of the cast, lacks a recovery move in the form of an Up B. It isn’t essential since they have a lot of air movement. Instead, a singing action is substituted. If the opponent is near enough, the melody will put them to sleep, leaving them open to assault. To make this maneuver work, you’ll need to be at the right place at the right time.

Down B

image-12-1024x576 Down B Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

In the lowest percentages, Down B will KO an opponent. This technique has a lot of knockback and is often used after a hard read. The audience has a pleasant rest and read. Down B is ideal if you know precisely what your opponent is going to do and want to call them out on it.

Don’t miss it, however, since it will put Jigglypuff to sleep for a few seconds. It’s the ideal example of a high-risk, high-reward situation.

Throwing Forward

image-13-1024x576 Throwing Forward Jigglypuff Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Throwing Forward is the best grab for Jigglypuff to use. It’s most effective at the edge of the map, since it is the perfect arc and setup for Jigglypuff to edge guard.

Up Throw

image-14-1024x576 Up Throw Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

To set up for a Down B, the Up Throw is an excellent technique to employ. It has the potential to be a good combo starter, but it will take some practice to master since the opponent can control themself in the air after being thrown.

Throw from the back

image-15-1024x576 Throw from the back Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Similar to Throwing Forward, Throw from the back sends the opponent in a similar arc. It’s a great option if you need to toss them off stage. 

Throwing Down

image-16-1024x576 Throwing Down Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Throwing Down is a solid combo starter as well. This limits the opponents movements after being thrown. Use this throw if you need a good throw starter.

Air that is neither hot nor cold

image-17-1024x576 Air that is neither hot nor cold Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Air that is neither hot nor cold is one of the go-to moves for Jigglypuff mains. This move mixed in with good air mobility is definitely a combination to be afraid of. The move is active for a very long time as well, which makes it the perfect approach move during the neutral game.

Air Moving Forward

image-18-1024x576 Air Moving Forward Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

The key move of initializing the “The Painful Wall” is Air Moving Forward. At the correct percentages, it can be a combo starter, a poke, and a KO move. This move can lead to a lot of possibilities after it lands. After some practice, you can follow up with anything you’d like.

Back Air

image-19-1024x576 image-19-1024x576 Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Back Air is similar to Air Moving Forward, but slower and with more damage/knockback. It does not hurt to use since it is practically the same. It switches what side Jigglypuff is facing afterwards so it would be a little hard to do them consecutively in the same direction. Great option to edge guard with.

Up Air

image-20-1024x576 Up Air Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

When used at the correct percentages, Up Air may cover a lot of ground above Jigglypuff and allow for simple follow-ups. Although it has KO potential, it’s best employed to hold the opponent in the air.

Jigglypuff’s Gameplan and Tips

Here are some more techniques for successfully playing Super Smash Bros Ultimate with Jigglypuff.

image-21-1024x576 Jigglypuff's Gameplan and Tips Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Jigglypuff’s Tricks for Getting Opponents Offstage

You’ll probably want to remain in the air 70% to 80% of the time while you’re with Jigglypuff.

Jigglypuff will dominate the air space and be super annoying during the neutral game. The most reliable approach would be the Air that is neither hot nor cold, since it has a long active time and can cover most ground along with moving side to side in the air. The goal with Jigglypuff is to get them offstage at lower percentages to go for early KO’s.

When dealing with an offstage opponent, Jigglypuff like to be in this position:

image-22-1024x576 image-22-1024x576 Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

This stance allows you to cover enough territory to prevent your opponent from grasping the ledge. It will require some foresight, but if the Jigglypuff player makes good decisions, this may be very difficult for the opponent to counter.

The Painful Wall

Another solid tactic is to use the “The Painful Wall”. Basically, at about the mid percentages around 30% – 60%, Air Moving Forward can combo into itself, pushing the opponent slowly to the side of the screen. This is really deadly, and is the main position for Jigglypuff to scout out for. However, it does take some work to get into.

Here’s an example of what this may look like:

image-23-1024x576 image-23-1024x576 Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

How to Deal with Fighters in Close Quarters and Long Range

Jigglypuff doesn’t have any long-reaching or zoning moves, therefore approaching them is perilous. They must, however, approach since it is their whole game strategy to get up close and personal, which makes certain matches with them quite tough.

Jigglypuff will lose to characters that have projectiles and longer reaching moves to keep them out. To get around projectiles, it will involve a lot of unpredictable movement in the air. Once Jigglypuff is close, throw out a move early just in case the opponent decides to approach. Air that is neither hot nor cold would be a great option for that.

When dealing with a long-range combatant, use Jigglypuff’s air mobility to anticipate their movements.

An example of a matchup

Marth, for example, is a difficult opponent for Jigglypuff. With his long reach sword, he’ll hold Jigglypuff at bay, and if he’s in the right spot, he could even score a tipper hit.

A lot of his moves will stuff Jigglypuff from approaching. When dealing with this, wait for Marth to over extend their approach or miss a Smashing Forward since that would be Marth’s top KO move. After that, stay close since Marth does less damage the closer you are to him.

image-24-1024x576 image-24-1024x576 Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

How to Deal with Stress

If Jigglypuff is getting pressured, do not shield a lot. As stated before, once Jigglypuff’s shield breaks it is a guaranteed KO- regardless of damage percentage. The best defense is to just stay in the air and be at a range to where you’re away enough and close enough for a punish. If you are caught shielding and getting pressured, a great out of shield option is Air that is neither hot nor cold. Only use this sparingly, since using an aerial attack is the only viable out of shield option.

There are several factors to consider before landing Jigglypuff’s Down B, often known as rest. Rest is most often used to bring the opponent to a high %, put them to sleep with an Up B, and then end them with rest for a KO. It’s tough to land Up B since Jigglypuff can’t move during it.

Combining into it is the greatest technique to land it consistently. After an Up Air or a Side B, which are both solid possibilities depending on the scenario, is a typical combination with it. One suggestion for landing rest is to go as near to the opponent as possible. Rest’s hitbox is quite tiny, even smaller than Jigglypuff’s.

The best approach to land it is to leap right into the opponent and activate it, as seen below:

image-25-1024x576 image-25-1024x576 Image: Bandai Namco Studios, Sora & Nintendo via HGG / Rommel Zapanta

Be a part of the High Ground

It will take some time to get acclimated to Jigglypuff, particularly if you aren’t used to floating characters. However, if you take the time to learn how to play this character, they might be an excellent choice for someone looking for a unique character.

Leave a comment below if you have any particular questions regarding playing Super Smash Bros Ultimate with Jigglypuff!

Further Reading

Jigglypuff is a character in Super Smash Bros Ultimate. This guide will teach you how to use Jigglypuff’s rest hitbox, which can be used as an edgeguard. Reference: jigglypuff rest hitbox.

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  • jigglypuff smash ultimate moves
  • jigglypuff smash ultimate tier
  • jigglypuff smash ultimate frame data
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