By all accounts, Super Smash Bros. 4 wasn’t kind to Jigglypuff. Unlike every other fighter, it was never buffed or nerfed via game updates, and this eventually led to its labeling of “worst character in the game“. Things weren’t much better for its Figure Player, either: the amiibo Buff made shield breaks rather common, making Jigglypuff’s matchups against metagame titans Bowser and Little Mac nearly unwinnable. Luckily, Super Smash Bros. Ultimate showed the Balloon Pokémon a bit of compassion. It’s actually high tier now (albeit in a very specific format)!
Jigglypuff benefits from Ultimate’s updated mechanics — and perhaps more so than any other Figure Player. The amiibo Buff has been weakened to 1.3x, so shield breaks are once again a rare occurrence. As a result, Jigglypuff no longer has to worry about blocking the wrong attack, and this opens up potential for more defensive gameplay. The strongest FPs in Smash 4 were exclusively grounded, which prevented Jigglypuff from utilizing its air attacks. This is no longer in the case in Ultimate, meaning the Balloon Pokémon is finally free to mix up its approach between its ground and air attacks.
If you’ve done some training with Jigglypuff already, you might have noticed the AI finally uses Rest! Better yet, the Instadrop Spirit effect true combos into Rest at any percentage. This has given Jigglypuff the unique distinction of having the only kill confirm the AI will ever use. That being said, most tournaments don’t allow Spirits, and this environment is where Jigglypuff struggles most. Without Instadrop, Rest is much riskier to use, which weakens one of its strongest KO moves. Jigglypuff also retains many of its flaws from Smash 4, including paper-thin defenses, slow grounded moves, and a dire lack of range.
Regardless, Jigglypuff has improved from its Smash 4 iteration. Its FP has a much higher potential, allowing it to contend against a greater number of opponents. Some trainers (including the ones credited above) have even earned first- and second-place results with the character! With additional tournament representation, Jigglypuff could progress its metagame even further, and now’s a better time than ever to give its training a shot.
If you plan on giving your amiibo Spirits, I’d recommend doing so at Level 1. If you don’t want to give it Spirits, that’s fine too! If your amiibo is already Level 50 and you want to give it Spirits for the first time, that isn’t a problem either. Just be prepared to play a few rounds against it to brush up its training.
As mentioned earlier, Jigglypuff’s optimal Spirit build has already been found: Instadrop and Down Special ↑ / Physical Attack ↑. Instadrop true combos into Rest at any percentage, and the second bonus further bolsters its incredible power. Please note that you should not train a Jigglypuff amiibo to rely on Rest if it lacks the Instadrop bonus.
None of the Spirit effects mentioned above are banned in tournaments, so feel free to use them to your heart’s content! In terms of stats, a balanced spread (2100 / 2100) is your safest choice. Jigglypuff appreciates increased Attack and Defense stats, as these help it to deal more damage and take hits better, respectively.
If you’re looking to train the strongest Jigglypuff amiibo out there, your best bet is to train it while playing as Jigglypuff (even if you aren’t good with the character). Do this until it reaches Level 50, or until you’re satisfied with its gameplay — in which case, you’d switch its Learning off and level it up some other way.
When Jigglypuff’s enemy is at a low percentage, it needs to rack up some damage before going in for the kill. It can do this with its forward tilt, dash attack, and forward smash. Forward tilt lacks range, but deals good damage and comes out rather quickly, which helps it swat victims away to a safe distance. Dash attack deals respectable damage, too, and can even KO at high percentages close to the edge. Forward smash is the strongest of the three, and boasts high damage and (relatively) high range. Other options include up smash and down smash; the former is a solid anti-air, but shouldn’t be heavily prioritized, while the latter launches opponents horizontally.
Of course, Jigglypuff has a strong air game, too. If its enemy is off-stage, Jigglypuff can chase it down with neutral or back aerials. Neutral air’s hitbox covers Jigglypuff’s entire body, whereas forward air’s only covers its feet, making neutral air the superior option. The rest of its aerials are situational at best, though up aerials can be used every so often to set up a light juggle.
Experienced Jigglypuff trainers seem to be split on its neutral special, Rollout. Figure Players don’t deal with moving hitboxes very well. Mii Swordfighter’s Power Thrust and Incineroar’s Alolan Whip are a few examples. When fully charged, Rollout is extremely powerful and can run right through an opponent’s defenses. Unfortunately, if it misses, Jigglypuff is flung far off-stage and left vulnerable to gimps. As a result, Rollout is neither recommended nor advised against, but can be used if you want to give it a try.
When training Jigglypuff, avoid using its Sing move altogether. It lacks range, damage, and utility, only serving to leave it vulnerable if missed. If your FP doesn’t have Instadrop, be careful when attacking with Rest. You can still train it to use Rest every once in a while, but be sure to focus on its more consistent kill moves.
Jigglypuff is a solid contender in amiibo tournaments. It might take some time to come to fruition, but its varied kit can definitely take unprepared opponents by surprise. If you have any questions that weren’t answered here, feel free to join out Discord server and ask! I’d like to once again thank Penne and Nozomu for contributing Jigglypuff’s training information. They’ve had more than a few successes with the character, so be sure to check them out if you have a minute. Thanks so much for reading — until next time!
If you would like to read more amiibo training guides, please follow this link.