SSBU/Jigglypuff

Jigglypuff offers a very unique playstyle compared to the rest of the cast. Jigglypuff floats like a butterfly and stings like a bee, using her high air speed and multiple jumps to mix up her approaches and pressure her opponent while staying just out of their reach is Jigglypuff's specialty in neutral. However, the place where Jigglypuff really shines is after she gets a hit in. With a strong advantage state and deadly combos, Jigglypuff can easily kill off a single opening. Jigglypuff's advantage state is very strong due to her fast frame data, lingering aerials, strong launch angles, powerful kill options, and multiple jumps. She has arguably the best edge guarding in the game, and can very easily kill characters with lackluster recoveries after landing a single DAir combo, FThrow, FAir string, or other option/combo that sends off stage. After they're off stage, it's just a matter of landing one of Jigglypuff's many strong edge guarding aerials, using her multiple jumps to position yourself however you want. On top of that, Jigglypuff has multiple combos that confirm into her signature move: Rest, allowing her to kill at very early percents from anywhere on the stage.

Playing Jigglypuff well is ultimately about managing risk/reward, she is very light so she can die very early and if you miss sing or rest (Two of the best ways to get kills as Jigglypuff) your opponent gets a free hit and possibly a kill. In advantage state, it's important to know when and how to take risks in order to net early kills, and when to look for ways to make the situation more favorable for you instead of going for the kill. When in disadvantage Puff can choose to stall for a long time, but you need to go to the stage eventually and risk getting edge guarded. Mixing up your recovery timing, location, and option to get to ledge can help make it harder for your opponent to get those early kills.

Jigglypuff has very clear-cut strengths and weaknesses and because of that has some incredibly good matchups and some not-so-great matchups. Jigglypuff excels at killing characters with poor recoveries, does well against larger characters in neutral, and can combo most characters extremely well. Jigglypuff tends to struggle against characters with big hitboxes, strong recoveries, characters that are difficult to combo, and to some extent, projectiles. Many projectiles actually can be completely nullified just by hitting them with an aerial, or crouched under by Jigglypuff's incredibly low crouch. To play Jigglypuff you must be patient but ready to find your openings and maximize them as much as possible at any time. Due to Jigglypuffs light weight you aren't likely to win by trading blow for blow with your opponent, and you also aren't likely to get more openings than your opponent due to your mediocre neutral, so you need to get everything you can out of every opening.

Normal moves:

Jab: Jab is tied with dash attack as Puffs fastest grounded option. Some of puffs aerials combo into jab and Puff has a few combos out of jab which are definitely worth learning if you want to optimize your punish game. Jab 1 can also be used to jab lock opponents. Most people do this by doing Jab 1, moving slightly to prevent jab 2 from coming out, and then doing jab 1 again and buffering sing, setting up for easy kills.

Forward tilt: Forward tilt is not a great option for Puff, but it has it's uses occasionally. it's relatively fast and relatively safe, but you will get punished if you use it too much. It can be angled which makes it slightly better, but there aren't many situations where you would use FTilt over Puffs other moves.

Up Tilt: Up Tilt is Jigglypuffs best tilt by a mile, it's safer than the other tilts, it's used in multiple combos, it's a decent anti-air, and it kills surprisingly early for a tilt attack. It does have slightly more startup than Ftilt, and if you don't have any follow-ups and it doesn't kill, puff can't really take advantage of it's upward angle due to her lack of juggling options, but overall it's a really solid move.

Down Tilt: Down tilt is an interesting move, it has a very low launch angle making getting hit near the ledge a death sentence for some characters, but it's frame data is bad, it's not very safe, and there's usually better options.

Dash Attack: Dash attack is crazy good, it's only downside is that it's really unsafe on shield. It's frame 5, it's a solid burst option, it kills pretty early, it can be comboed into, and it has a pretty good launch angle for edge guards. It's mainly used as a combo finisher, to catch landings, or as a mix up. It also has trample, which makes it unable to clank with other grounded options.

Smash Attacks

Forward Smash: A pretty standard forward smash. Usually used as a punish for hard reads or to kill after landing sing. Forward smash has two hitboxes, one which kills very early and one which is a bit weaker that comes out after the first one.

Up Smash: Jigglypuff's up smash is a decent smash attack but only ever optimal in very niche situations. If you land a sing on the top platform of a triple platform stage it can kill very early, and due to rests high-end lag, you will usually get hit for killing with rest after your opponent respawns, so up smash is optimal to avoid getting hit. it can also be used as a decent anti-air if you have a read on your opponent.

Down Smash: Jigglypuffs best smash attack. Down smash is faster than her other two smash attacks, it can two frame, and it has an amazing launch angle for edge guarding. Jigglypuff's legs are also invincible during the active frames, making it a bit harder to beat out from below allowing Puff to 2 frame characters she otherwise wouldn't be able to such as Roy.

Aereials:

Neutral Air: Neutral air is Jigglypuff's fastest aerial, it's also her best edge guarding option due to it's lingering hitbox, a solid kill move at higher percents, a good combo tool, and great for setting up jab locks and sing setups. On top of that, it's fairly safe on shield if you do landing NAir or drift away while doing it.

Forward Air: Forward air is one of Jigglypuffs best combo tools and a solid edge guarding option. It's active for a decent amount of time and has a strong and weak hit like NAir, and it's also just as safe on shield as NAir. FAir is also a solid combo move. It can be comboed into fairly easily, can combo into itself and NAir, and the weak hit of fair can combo into rest. the strong hit can also be a decent kill option off stage if you manage to get your opponent close to the blast zone.

Back Air: Back Air is Jigglypuffs safest kill option, and the safest move in Jigglypuff's kit. It's high knockback, low total frames, early auto cancel window, and decently large hitbox make throwing out bair one of the safest things you can do to pressure your opponent. The only real downside of BAir is that it doesn't combo as well as the other aerials and it's a bit slower.

Up Air: Jigglypuff Up air is another one of Jigglypuffs more unique moves. It has a decently large hitbox, it's fairly safe on shield, and can be comboed into, but where it really shines is as a combo starter and a kill confirm. Landing up air into rest is one of Puffs most consistent kill confirms, and it can also lead to platform tech chases which can give Puff a guaranteed sing. It also combos into some of Puffs other good combo moves at low percentages, but it's not as good as Puffs other aerials in neutral so it's not great at low percent.

Down Air: Jigglypuff down air is the best combo tool in Jigglypuff's kit, and one of Jigglypuffs best options. It's used in pretty much all of Jigglypuff's best combos, there are multiple kill confirms out of it's a very strong option in neutral. Due to Puff's high air speed and Down air being a multihit, you can adjust your positioning while the move is active quite a lot, letting you react to DI and SDI for combos, and drift away on reaction if your opponent shields it. On top of that, it can also be used to drag opponents down off stage, which is great for gimping characters with bad recoveries.