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Part 32
Super Smash Bros. Brawl

Part 32

Explore Jigglypuff's strengths and weaknesses in Super Smash Bros. Brawl. Learn about her aerial mobility, ground game, grabs, and special moves like Pound and Rest.

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Explore Jigglypuff's strengths and weaknesses in Super Smash Bros. Brawl. Learn about her aerial mobility, ground game, grabs, and special moves like Pound and Rest.

Jigglypuff is a character often misunderstood in Super Smash Bros. Brawl, frequently dismissed as a joke character. However, she possesses significant power and unique aerial mobility, allowing her to apply pressure with a barrage of aerial attacks thanks to her five midair jumps. While she has some drawbacks that place her below average, she is far from the worst character.

Ground Game: Jigglypuff's ground attacks serve primarily for KOs and setting up opportunities. Her up tilt is effective for launching opponents into the air, allowing for follow-ups with up aerials or even Rest. Her forward smash is a strong kill move but can be unsafe, requiring opponents to be baited into making mistakes. The up smash offers a balance between the setup potential of up tilt and the KO power of forward smash. Her running attack can be a surprising mix-up.

Aerial Game: This is Jigglypuff's strongest asset. Her forward and back aerials are fast and powerful. The "push" tactic involves stringing these aerials together to pressure opponents off the edge, potentially leading to combos. This is risky if the opponent blocks. The "pull" tactic uses these aerials to hit shields, then safely retreats to maintain aerial control and shield pressure, requiring precise timing. Her up aerial is excellent for juggling, while neutral aerial is best for quick knock-offs, and down aerial is generally weak and leaves her vulnerable.

Grab Game: Jigglypuff's grab game focuses on her down throw and back throw. Back throw is a high-percent killer and useful for edge-guarding. Down throw, while slightly weaker than up throw, is preferred for launching opponents into the air for follow-up aerial attacks.

Special Moves: Rollout is flashy but generally a poor, vulnerable move. Sing is extremely unsafe with little reward, though it can be canceled by hitting a ledge. Rest is a powerful KO move that can kill around 50% if landed directly on an opponent, but it's highly risky. Pound is a staple special move that smacks opponents upward a short distance. It's difficult to punish and works well as a mix-up with aerials due to its unique timing. Pound can also be used repeatedly for recovery, with directional influence allowing for spectacular vertical recoveries, making it an essential move to master.

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