Jigglypuff’s jump is an important aspect of her game and gives her the best recovery of any character. This is a tutorial for beginners about the basic mechanics of her jump.
1. Multiple Jumps
Jigglypuff has 5 aerial jumps plus 1 grounded jump giving her 6 jumps in total.
Each successive jump is smaller than the last with her 5th aerial jump going X% as high as that of her 1st aerial jump.
Touching the ground renews all her jumps while grabbing the ledge renews all her aerial jumps.
2. Turnaround Mechanics
Jigglypuff has the ability to turn around each time she jumps.
This can be done by inputting a sideways direction when pressing the jump button or by place the analog stick in one of the top corners.
Inputting an aerial attack within 1-4 frames after your jump will cancel her turnaround animation and leave her facing the same way.
This can be useful for things like approaching people with bair attacks.
Jigglypuff can also turn around in the air with the use of the pound attack.
3. Rising Pound Recovery
Jigglypuff’s recovery is made even better through the use of a rising pound before or after an aerial jump.
A rising pound is done by either slightly angling the control stick up when inputting a pound or by rolling the control stick up after entering the pound input.
By jumping and instantly inputting a rising pound followed by another jump (followed by rising pound and so on) you can gain much more height than you normally would with jumps alone and recover from spots that would be otherwise impossible to recover from.
4. Meteor Cancelling
If you hold the jump button or up on the analog stick after an aerial jump then Jigglypuff will continue to jump until all her jumps are exhausted.
When hit with a meteor move (eg. falcon’s meteor stomp), simply hold up and Jigglypuff will meteor cancel at the earliest possible frame, assuming you have already inputted at least 1 aerial jump.