Jigglypuff performs a dropkick attack that deals a good amount of knockback. This move comes out quickly, has a decent-sized, disjointed hitbox, and lasts for quite a while. Jigglypuff extends a foot out, sending the opponent back. Often used as an edge-guarding move as it allows the player to avoid getting hit by the recovering opponent while still being able to prevent the opponent from grabbing the ledge. Jigglypuff stretches both feet out simultaneously, attacking opponents on both sides. One thing to note is that the hitbox comes out near the end of the attack, so if spaced and timed correctly, the opponent can grab the oncoming Jigglypuff before the attack connects. Jigglypuff jumps forward with sticks one foot out. Jigglypuff dashes forward and attacks with a flying headbutt. Jigglypuff crouches and kicks one foot out at the opponent's feet. Jigglypuff leans forward and kicks one foot up from behind its body. Jigglypuff spins and performs a horizontal kick. The first is usually used in the middle of combos for some extra damage while the second is rarely used due to it having more ending lag. If Jigglypuff's shield breaks when there is no ceiling, it will be Star KOed, so Jigglypuff players must be very careful when shielding drill attacks, other multi-hit attacks, and attacks that cause high shield damage (although it does have the largest shield, which helps this problem). Light weight also has its downside, as Jigglypuff will often be knocked out at premature percents. Also, Jigglypuff's slow falling speed makes it very easy to juggle, and very vulnerable to characters with powerful vertical finishers, such as Fox with his up smash and up aerial. This makes it very vulnerable to meteor smashes and meteor smash combos such as Yoshi's f-tilt -> fair. On the downside, its vertical recovery is very bad due to only three of its midair jumps giving actual height (its fourth midair jump gives next to no height, and its fifth merely slows its descent) and it lacking a rising up special move. Furthermore, Jigglypuff's slow falling speed, five midair jumps, good air speed, and Rising Pounds allow it to recover from almost any distance horizontally. On the receiving end, Jigglypuff's floatiness, low weight, and small size make it difficult to land long combos on it. This means it can easily lead into another move, but since the opponent's percentage has to be low, it can't really lead into a finisher. Unlike in Melee and Brawl, it keeps opponents asleep for longer at lower percentages. Its up special move, Sing, puts opponents to sleep. It is also possible to easily combo into it with a z-canceled down aerial. It is an excellent combo finisher, and can be done from a forward throw against fastfallers like Captain Falcon. Its down special move ( Rest) is known for having incredible strength if it connects, extreme ending lag, very fast starting time, very poor range, and providing invincibility frames until its eyes close. Its neutral special move ( Pound) has short range (like all of Jigglypuff's moves) and a little bit of starting lag, but it does very high damage, good knockback, a lot of shield damage, and can easily give Jigglypuff additional recovery, especially horizontally. This means they have some very good things about them, but also some very poor things about them. Jigglypuff has a unique set of special moves, which can be considered "extreme". Its down aerial can meteor smash, albeit extremely weakly. Jigglypuff has some good aerials, with a good edge-guarding ability. Forward and up smashes are decent finishers, while down smash sends the opponent on a semi-spike trajectory, meaning it can be used for edge-guarding. Up tilt is also weak but can be used for combos at low-mid percentages, and it can lead into an up smash or Rest as a finisher. Neutral attack, forward tilt, and down tilt have little use in general.
Jigglypuff's ground attacks are generally slow and weak, other than its smashes. Unfortunately, Jigglypuff is very reliant on comboing for its KOs if the Jigglypuff player fails to land the finishing blow, it is not unusual to see the opponent's health go upwards to 150% before being KO'd. Jigglypuff also has in its arsenal surprisingly powerful finishing attacks, such as its up smash. Its great aerial mobility makes up for the fact that it has the second slowest dash speed. But to competitive Smashers, Jigglypuff's low knockback attacks, combined with low lag and great aerial maneuverability makes it a good character to combo with. To many novice players, low knockback is often considered a bad thing. Most of Jigglypuff's moveset consists of low knockback attacks.