JigglyPuff!!! By: NinjaPuff45 123456789012345678901234567890123456789012345678901234567890123456789012345678 9 ================================================================== About this FAQ: ================================================================== This is a FAQ on the wonderful Jigglypuff, as far as I know about her based on some googling, some reading around the forums, discussions with various other 'puff lovers, and on my own experience with the puff. This will focus on how to unlock her, her moves, general strategies, strategies against some characters, and other random stuff about the puff. This is the first FAQ Ive written and I decided this would be a nice foray into contributing back to the video game community that has consistently helped me out for years, primarily because the puff is my favorite smash character and my favorite Pokemon. I can't say I have the same sort of experience as a pro puff player like Hungrybox (or even close to him), but seeing as there isn’t a whole lot of FAQs out there so far, I thought this would be my chance to dip into the the GameFAQs world and profess my love and near obsession of the floating pink ball of death. This FAQ also came about because I've been looking around google and GameFaqs for a guide on the 'puff and instead of continually looking back every few days, I thought "I know a few things about the puff, I can write a bit about her!" I could also write "writing a FAQ on GameFAQ's" off of my bucket list! Hopefully, this will inspire another curious smasher about the beauty and elegance of the pink wall of pain. In no way will this be exhaustive, and at the time of this submission (2nd one), it won't be done, but I will continually update this over the next few weeks as more information trickles in and I gain more experience w/ the pink puff ball of devastation. I have what I think is the most important stuff about the puff and it can at least start a discussion about Jigglypuff. I'm sure there are plenty of errors and omissions below which I will address in future versions of this guide. Lets do this! ================================================================== 1 - Table of Contents [ToC1] ================================================================== Copy and paste the tags on the right to skip to specific sections (As a big peruser of GameFaqs myself, I like to highlight, and quickly hit CTRL + C, then CTRL + F, then CTRL + V in rapid succession I don’t know much about computers, but I always felt like I kinda did whenever I did that, lol (or apple/command + C, F, V for all my Mac bruddahs out there!). 1 - Table of Contents [ToC1] 2 - Why the Jiggle? [WtJ] 3 - Pros and Cons [PnC] 4 - General Info/Costumes [Gnrl] 5 - Moveset [Mvst] -Standard Attacks [M001] -Air Attacks [M002] -Smash Attacks [M003] -Special Attacks [M004] -Rest [Rst*] -Customs (coming soon) [M005] -Grabs/Throws [M006] -Taunts [M007] 6 - General Strategies [Str1] 7 - Specific Strategies [Str2] 8 - FAQ [FAQ1] 9 - Closing/Credits/Contact Information[CCC] 10 - Version Info [VIN1] 11 - Authorized websites [ADS] 12 - anything left [AnyL] ================================================================== 2 - Why the Jiggle? [WtJ] ================================================================== It was Christmas 2001, I was 15, and my little bro and I just got a GameCube. We had no idea it was coming, but we immediately looked around for games Christmas evening. First game was Pikman (wonderful) and the other was Smash. We both really liked the original Smash Brothers but we couldn't say we were really all that good at it. I couldn’t even say I had a character that I primarily used. It was usually around a friends house and we'd play, but we weren't blown away by it. I can't say exactly why we chose melee, we had heard that Pikman was good so we went with that, but I guess after exhaustively playing Marvel Vs. Capcom 1 and 2 on Dreamcast, we were in a fighting game sort of mood, so we went with Melee. We immediately fell in love with the game, and for a long time I primarily used Sheik because of her speed and overall ninja like move set. We logged many hours with friends and family with smash, and had cleared nearly every Event and got as many trophies as we could get without actually using any guides. Except for one. Event level 51 w/ Giga Bowser, Ganondorf, and MewTwo. We had cleared everything else in about a month or two between my little bro, cousins, and our friends, but no one could even get close to beating it. We probably spent a good two weeks trying to figure it out. I'm not sure why we didn't just give up and start looking around the internet on tips, but I guess we really just wanted to beat it on our own before we started looking for guides. Anyways, after a long night of smashing, our friends and cousins left and it was just my little bro and me. After another hour or so of attempts, my little bro fell asleep and it was just me. I want to say it was around 1 or 2 in the morning and I was hopped up on red vines and Mr. Pibb (Crazy Delicious!) and I was getting a little punchy (I wish I could say it was something a bit stronger than that, but I was a big square bear until college). Anyways, we felt like we've tried every character at this point and every strategy we could think of, so at this point, I was just screwing around. Enter, Jigglypuff. I think it was by pure accident that I was superimposed on Giga Bowser that I hit down b, but I heard that beautiful Clang baseball bat sound, Bowser had like 20% more damage on him, and he was smashed! For the next 30 min, I kept trying to replicate it. I tried all of Jigglypuff's moves and I eventually discovered Rest and all of its wonderful and arguably overpowered qualities. I woke up my little bro from his slumber, we stayed up for another hour getting better and better at rest (well, it was mostly me, he nodded off back to bed) and we eventually conquered Event 51 w/ the puff. I was hooked. Once I had mastered Rest, a whole new world had opened up for me. Whenever I would play the NinjaPuff (my favorite costume) people would groan in dismay, fearful of their precious strategies shattered by the odd but devastating puffball. I have never experienced that from any other character in any other fighting game. From then on, I devoted all my smash brothers time to the puff, and I haven't looked back. It's one of my most treasured adolescent memories and that experience would have made her my favorite Smasher and Pokemon alone. However, there is more. I always enjoyed Jigglypuff in the anime, she's been around since the first smash and having played through nearly every Pokemon game to date (except black/white 1 or 2 ugh, can't get through that game), I find it amusing that an unevolved, pink, arguably useless balloon Pokemon like Jigglypuff can go toe to toe w/ pillars of the Nintendo universe like Samus, Link, or Mario (and other characters from Capcom, Konami, and Namco)! I have a general idea of the puffs prowess in previous games, especially melee. I always felt she had a big nerf in Brawl, understandably so because in some ways, rest can be considered quite overpowered in practiced hands. The Wall of Pain is also a popular strategy with her, but I can't say I ever employed it for long stretches in time. I just got so addicted to Rest kills, to the point that I didn't care about winning matches, as long as I got the most kills, lol. Ok, if you read this far (or just skipped this section to see the rest) and aren't crazy pumped yet, I dunno what else I can say except... It is satisfying, almost to an addictive level, to land a Rest on an opponent. And when the pink puffball shows up a winner of all those 4 player fights you have, it is all just the sweeter. ================================================================== 3 - Pros and Cons {PnC] ================================================================== Pros: -Rest, Rest, a thousand times Rest! -Pound is well, I used to say better than you think, but by the 4th iteration of this game, it's a fairly known quantity. For those who aren't in the know, pound has pretty decent priority, speed, and damage. Great move. -She can fly, mitigating her average to below average speed -Building on the previous point, she is great in the air -She is fantastic at playing mind games, just by floating around (once you get Rest down) -Her sprinting regular attack is a great poke -Rest -She's pink -Wall of Pain is still an option (at least, it was in the past, this section is still in the works) -Her ultimate smash works well on small and medium stages -Fantastic taunts -Fantastic in 4 player smash -REST W/ THE TRIPLE KO!!! (happens more than you would think once you have mastered the puff) Cons: -After rest and pound, her moves can be a little meh -Steep learning curve with Rest and in general -Not so great one on one for the casual player (Hungrybox may disagree w/ me there though, but he is 1337 (and I don't care how dated 1337, I'm still using it, lol)) -Her regular smashes can come out a bit slow and are nothing to write home about -She can fly, and if you're not down with her floaty mechanics, she can be pretty disorienting -She is on the lighter side of characters, easier to smash. However, compared to earlier version of the Puff, she's a bit more durable than I remember. -Also, not so great on the ground -I haven't found her sing to be particularly useful except in very specific situations -Getting Rest buffed up led to Rollout being nerfed a bit (fine by me, but Jigglypuff Brawlers may be a bit miffed by that) -Still no NinjaPuff outfit a la Melee -Her ultimate smash is not so great in larger stages -Rest... OK, Ok... I know I put it up in the PRO section 3 times, but arguments about how overpowered Rest can be have gone back and forth and both sides have very solid points in my opinion (while many feared my NinjaPuff and I often had the most kills when playing with my buds, I used to also say, "The only thing that can kill Jigglypuff is Jigglypuff." Killing yourself with her various moves, predominantly Rest, when you don't know what you are doing, is a common and big Con for most people playing the puff) ================================================================== 4 - General Information and Costumes [Gnrl] ================================================================== --------------------------Brief History--------------------------- Paraphrasing from Bulbapedia and supplementing from my own memories of the Puff, she's currently a Normal/Fairy type (originally normal until Pokemon X/Y) and made her debut in the original Pokemon Red and Blue. In Japan, she is known as Purin, is number 39, and can evolve to a Wigglytuff when exposed to a Moon Stone. In the anime well, there isn't any way around it... she was a bit of a Diva. She at first couldn't sing, but after some help from Misty, she found her voice and song. Which led to putting people to sleep pissing her off and causing her to go on a sharpie induced rage on peoples faces. It was a recurring joke for years... classic. Anyways, she's been around since the beginning of Smash along with Pikachu as the only playable Pokemon and has been on every Smash game so far and considering that there currently 649 Pokemon and soon to be over 700 She's definitely found some fans and some staying power. ----------------------Unlocking Jigglypuff------------------------ *phew* this is a hard and long one... I think I did it the hard way, but you can either 1. Play 120 smash matches -So if you're doing it this way, uh it'll take time. She's the last one (and for good reason REEEEEEEESST, so OP haha, jp). However, you can do what my lil bro and I did when our youngest sister wanted to play Brawl with our cousins, but our Wii broke down and we traded it in for a pre-owned one and had to unlock all the characters again. Do a stock battle w/ 1 life, and continually kill yourself... 120 times (and I believe the fights you have against unlocking a character after every 10 matches counts towards your total). Not the best way, but it can be done in about 1-2 hours or so depending how focused you are. -Or you can just play it normally and eventually get her. 2. Collect at least 30 different equipment items -I can't say I did this, but thats what IGN and a few other people on forums say. To be honest, I don't even know what equipment I've unlocked so far, so I can't say how fast that method is, lol ---------------------------Alternate Outfits---------------------- The puff's outfits are basically hats or ribbons. She's got some good ones, but the green headband from Melee that transforms her from a mild mannered pink puffball Pokemon to the NinjaPuff (that I think my buddy J or Josh coined) that will always be my favorite. Her outfits in order of clicking A on her face while in the character select screen are (with my personal names of them): -HawaiianPuff (The puff with a dark pink Hawaiian Hibiscus tucked on top of her left ear, according to wikipedia, this means she's taken. Considering that 25% of Jigglypuffs are male, way to go Smash Bro HawaiianPuff (unless she likes the ladies then still way to go! hahaha)) -Resembles Elite Four Phoebe's flower from Pokemon Ruby, Sapphire, and Emerald -BritishPuff (She has a white hat w/ a reddish pink hallowed circle on the front, reminiscent of a pokeball not really to sure to be honest thought) -Leaf's hat from Pokemon FireRed and LeafGreen -SunHatPuff (A straw hat w/ a blue ribbon, she looks ready for a picnic) -Wear's a straw hat associated w/ Bug Catcher Trainers -ChristmasPuff (A green stocking cap with white polka dots) -Wears the hat that Kirby wears when he has the Sleep copy ability -HairBowPuff (A giant pink bow attached to the back of her head/body) -Based on Jigglypuff's red ribbon alternate costume in Super Smash Bros. -NursePuff (A white nurses cap, at least thats what it looks like to me, w/ a red and blue pokeball in the front) -Nurse Joy's hat from the XY series of the Pokemon Anime -CityPuff (A red hat w/ shades, she looks so sophisticated, she probably loves Sex and the City) -Serena's default hat and sunglasses from Pokemon X & Y -----------------------------Trophies----------------------------- Jigglypuff -Unlocked by beating Classic Mode This Normal/Fairy-type Pokemon is best known for its soothing singing, which can put foes to sleep. In Smash Bros. it fights best in the air and can even jump 6 times in a row. The downside, though is that Jigglypuff's so light, most opponents can launch it in their sleep! Jigglypuff (Alt.) -Unlocked by beating All-Star Mode Jigglypuffs down special Rest sends this Pokemon into a deep sleep that damages and launches any foe its touching upon napping. They'll even take damage after being hit! Its a pretty challenging move to land, though, and it leaves Jigglypuff open to revenge. Be careful when you use it. ================================================================== 5 - Moveset [Mvst] ================================================================== This section covers every move she can do. Her Tilts, Smashes, Specials, Grabs, Throws, Final Smash, and customized Special Moves. I'll describe the move, damage ranges, and a few other notes. Damage will be given range and approximations Use CTRL + F to head to a specific section ----------------------------------------------------------------- 3DS standard button layout L (or R + A) = Grab/Air dodge R = Shield X/Y = Jump A = Attack B = Special Attack D-Pad [DP] = Taunts Circle Pad [CP] = Movement -Standard Attacks [M001] -Air Attacks [M002] -Smash Attacks [M003] -Special Attacks [M004] -Rest [Rst*] -Customs (coming soon) [M005] -Grabs/Throws [M006] -Taunts [M007] ---Standard Attacks (A Button) [M001]----------------------------- Neutral Attack (A button, no direction) Damage: 3% each punch -Jigglypuff gives the good old one-two. She punches w/ one arm, then the other thats the extent of that little combo. You can hold the button down and she'll repeatedly punch w/ one hand, but as soon as you make contact, she'll proceed w/ her one-two combo. -Notes: nothing much to write home about. Does some damage, minimal knockback. Gets the job done when you want to do a tiny bit of damage. Can be useful to block slow incoming attacks from opponents however Forward attack (slight tilt or holding forward w/o running and hitting A) Damage: 5-10%, although usually closer to 10% -Jiggly does her best Chuck Norris impression and gives a little roundhouse -Notes: a bit more distance than her neutral, but not by much. Not great with combos, but it does have more knockback. Around 170%+ damage on an opponent, this can actually instant KO, and it comes out a little faster than her forward smash, so it has its uses. Notes2: You can also do an up and forward diagonal for a slightly higher roundhouse. The properties appear roughly the same, but the hitbox is a bit higher. Crouching attack (holding down and hitting A) Damage: 10% -Jigglypuff leans to her side and gives a nice little side kick to the opponents shin, crotch, stomach... I guess it just depends how big the opponent is lol -Notes: Has an ok amount of knockback for opponents and comes out quick and crisp with a slight cooldown. Nice for little pokes here and there. Her forward attack may be a bit better, but this has a nice change of pace. Up attack (Slight tilt up, or holding up and hitting A) Damage: 9 % -For a pink puff ball with little stumpy arms and legs, the puff can be quite flexible. Jiggly kicks up backwards and above her. -Notes: This attack usually only hits from behind and above her, but if you are really, really close (in the thick of battle) sometimes you can hit in front of you. Around 135%, this move can smash, and it comes out fast, faster than her up smash. Not a bad move if you are in the right position. Dash Attack (Run + A) Damage 12% -This is basically a Pokemon Tackle, with a PP of 35, power of 50... oops, excuse me, wrong game. Anyways, the Jiggle runs forward and throws her head (body, face she's kinda all head lol) forward in a headbutt, tackle sort of manner. -Notes: I really like this attack and it is probably my favorite poke. Its not as dumpy as you think it'd be and its priority rivals that of her forward + B (Pound, except pound can be done in the air). It comes out faster than pound on the ground. A great damage dealer for hit and runs when you are on the ground, it can knock people in the air for some air juggling, and at around 165% it can instant smash, but it can start knocking people of the stage when they are above 100% and close to the edge. ---Air Attacks (Midair + direction (or no direction) + A) [M002]-- -With the puff, you should be spending the majority of your time in the air either because you are flying around or because you were kicked up. Jigglypuff is not exactly fast, so the aerial mobility is key to playing her. She CAN be used on the ground, but since the first smash bros, she's generally more comfortable in the air. -Her flight is composed of well... a bouncing flapping motion about 6 times from standing. -She has no up B recovery, it's just her flight. -She's floaty (so, she doesn't drop like a rock like Fox or Marth), so sometimes you don't need to use any of her little hops when trying to recover and many times its advantageous to save it. That way, you have more maneuverability on offense and defense when you get back to the stage -Use pound to give her a bit more distance when getting back to the stage -Use rollout if you are really far out or if you want to get back quick or just throw people off Neutral Air (midair + No Direction + A) Damage 11% -This basically look like she is doing her crouching kick in the air, she says Jiggly or puff or just grunts in that adorable but deadly voice of hers -Notes: A decent poke, w/ decent knockback. Over 100% it can smash, around 180% its an instant KO on most stages Up Air (Midair + up + A) Damage 9% -Jigglypuff swings one of her arms above her like she's waving to someone in the distance, also saying jiggly or puff or grunting -Notes: A nice juggle for aerial attacks, it seems like its range is a bit bigger and wider compared to earlier games, but it doesn't seem to have as much knockback as it used to and is a bit slower. Overall, a solid move, and can start smashing people as early as 80% if you're close to the top of a stage. Since many of the puffs moves launch a character up and she's up in the air a lot, you'll find yourself using this quite a bit. Forward Air (Midair + forward + A) Damage 9% -Jigglypuff basically does a drop kick with both legs -Notes: Its ok. It does damage and has decent range, but not much knockback. Subpar compared to her next kick. Will start smashing about 100% and can instant smash around 160% Back Air (Midair + backward + A) Damage 13% -So this is a bit hard to explain, but you have to jump backwards. Meaning, you have to hit X/Y/up then push behind jigglypuff immediately afterwards (or float backwards, jigglypuff will remain the same direction until you either do another jump, a pound or rollout, or you get hit in some way that turns you around). This means you can literally just float backwards until you hit the ground or fall off the stage. Anyways, its a little aerial roundhouse kick. She again says the only things that most Pokemon not named Meowth, Mewtwo, or Lucario can say their names -Notes: Her aerial smash, and a little difficult to do (especially in the craziness of a 4 player smash battle) but it works great once you get the hang of it. It smashes more than her forward air or neutral, and this little devil is key if you are doing the so called Wall of Pain strategy with the Jiggle. I can't say I used this extensively as I'm addicted to Rest, but from what I've seen from pro-players and from reading the forums and other guides, much of the time, this move along w/ pound are the bread and butter of many aerial combos for the puff. Decent startup delay and recovery. It can start smashing around 80% and can instant smash around 120%! Practice this and plan to do this a lot. Down Air (Midair + downward + A) Damage 1-15% -Jigglypuff does a downward diagonal twirl with both of her feet (depending on what direction she is facing), hitting the opponent several times. Sometimes uttering her name. Cute and lethal. -Notes: The damage range on this move varies greatly, depending on the size of the opponent, the position of the opponent (air or ground) position of jigglypuff, how much damage they have, etc. This is a pretty solid move and can really stack on the damage. It can even set up further combos (such as pound). Ive found that its nice to sprint at an opponent, and instead of just hitting A for that Tackle attack or doing a pound, to do a slight little jump and use this move. It can really throw people off when you're throwing in a lot of tackles and if you hit that sweet spot, you can get that full 14-15% of damage. That sweet spot seems to be somewhere between uh jigglypuffs knees and ankles? I can't really figure out the puffs anatomy really, lol ---Smash Attacks (tapping in one direction + A) [M003}------------ -These come about w/ a quick tap in either up, down, left/right w/ A -They can be charged for more power and knockback -They can be charged up to about 2 seconds, and the range of damage goes from no charge to full charge Forward Smash (Tap forward/backward + A) Damage 15-21% -the puff does a little hop and kicks forward with one of her legs, smoke trailing her. When charging, she does a slow little foot shuffle, huehuehue. -Notes: Solid side smash, but it can come out a bit slow and has longer than average recovery afterwards. This one can take some prediction to use right because of the slower than average startup, but I feel like this number is a bit stronger than previous incarnations of the puff. While in previous games I focused on her aerial game, rollout, and rest, I find myself using this smash a bit more than I have before. It can start instant smashing, fully charged, by 80%. Niiiiice. Up Smash (Tap up + A) Damage 12-20% -The puff leans back and does a full arc w/ her head/body, damaging behind, above, and in front of her, smoke puffing up around her. When charging, she sorta flattens and puffs out a little. -Notes: I've always liked this smash but I felt that there wasn't a lot of range w/ it in previous games and there were better options like her down smash, rollout, or rest. The range is a bit larger I feel but the knockback/smashing qualities of this move feel a bit weaker. Hmmm... Down Smash (Tap down + A) Damage 11-16% -The puff does a little sideways splits and smoke rises from the ground. When charging, she does a few twirls. -Notes: Her "get off me move" and it works in great in many situations. When you are surrounded by enemies and need some space, when you are keeping somebody off of a ledge, when someone is dodge rolling all around you, this move has so much utility. It doesn't do great damage and its knockback is average, you don't see the instant KO electric sparks until well over 200%, but this thing can kill when you are close to the edge. Also, compared to other character's down smash where they hit one way and then the other, this comes out from both sides at the same time, and fairly quickly. It can kill even in the middle of a stage around 100% (depending on your opponents recovery). I think of all her regular smash attacks, I find the most utility and versatility from this one. It also can set up the next set of moves if you move quick enough. ---Special Attacks (B button) [M004]------------------------------ Neutral Special, Rollout (B without pressing a direction) Damage 7-14% -The puff starts to roll. The longer you hold the charge, the more damage and knockback it can do when you release it. She then flies across the ground, or if in the air, towards the ground horizontally. Takes about 2 seconds for a full charge. Can change direction once on the ground, but once direction has changed, she will no longer hit in the original direction. Can change direction twice. -Notes: When the Jiggles rest was nerfed in brawl, this became one of her biggest damage dealers and smashes. With the return of Rest, something had to give, and it was Rollout. I'm perfectly fine w/ that, I never was a big fan of it, especially compared to Rest. While before I felt like I had to nearly spam this move, now I use it just occasionally, mainly for a change of pace or to return to the stage if I'm really far away. Per ssbwiki.com, this move had a substantial nerf, doing less damage and knockback, plus, the puff can't maneuver after striking an opponent. So, that being said, it can still smash and can be useful, but if this was your go to move in Brawl like it was mine, I'd start using it a bit less. Fun Side Note: You can do damage by just tapping the B button, but you do have to change direction once or twice and be pretty much right next to your opponent. Amusing, huehuehue. Up Special, Sing (B while pressing up) Damage none, puts opponents to sleep. -The puff sings a song that puts people to sleep for a certain period of time depending on how much damage they have. At 0%, it puts people to sleep for about 3.5 to 4 seconds, at 100%, 7 seconds, 999% (thank you training mode) a WHOPPING 38 seconds. Range is as far as the musical notes roughly so not too far away from the puff -The puff's signature move. Mostly from the Anime and Mangas. Going to be honest, I've never been the biggest fan of this move and 3DS hasn't changed that opinion. Fun to throw out there and for a change of pace, but most of the time, it's too hectic to really combo from it and most opponents can see it from a mile away. Most of the time, by the time I put someone to sleep, someone else has hit them, and one-on-ones, it's really difficult to catch someone off guard. Mostly because the song itself takes about 3 seconds to sing, so by the time you're finished, unless your opponent was close to 100% (assuming this is a one on one), your opponent is already awake. In 3 person or 4 person matches, usually people get hit by another opponent or by a stage hazard or what not. I know some people use it, but I'm not a big fan. If you really want to incorporate this to your skill set, however, it does have some uses if you start singing in the air. You don't put anyone to sleep unless you are both on the ground, and if you time it right, you can finish your song just as you land and if an opponent is in range, then you can hit them with a big smash or Rest or whatever your puff heart desires. Forward/Backward special, Pound (B while holding left or right) Damage 11% -Basically a Jigglypuff punch but on steroids. Comes out quick, can hit multiple people, takes a big chunk out of shields, can be done in the air and one after the other. It sounds more like she slaps you rather than punch you. Notes: A great move that has been great and continues to be, perhaps even improved. You can start combos with this, you can end them with this, you can poke, you can do damage, you can smash, hit multiple people, eat up shields from turtlers. This is arguably the puffs most balanced and versatile move. I would spam this whenever close to someone. It comes out quick and lasts probably about 2/3rds of a second so it can hit a few people if they aren't right on top of one another. Range isn't great, but that's why the puff is flying around and what not. You usually can pound someone 2-3 times in a row before they mount a significant defense (unless they have 0% damage), and you can continually pound as you are floating to cover distance without losing too much height. In many ways, this is a better way to get back to a stage when you are really far off to the side than Rollout, primarily because you have a little bit more control (although, I can't say I've exhaustively compared their distances, perhaps in a future update). This move also has great priority. What do I mean by that? Well, I didn't add a section up there about it and I didn't talk about it with other moves essentially, it means if one character makes a move at the same time as another and they hit one another, which move will win out? Again, I can't say I've exhaustively tested this out, but in general, the priority of this move seems very good. I can't say it would out prioritize a Falcon Punch, but most moves it seems to overpower and/or block. This can smash when close to the top of a stage as low as 40-50% depending how close you are and how flighty the character is. It will start to instant KO someone in the midair around 150%, and it will start instant KOing someone from the ground around 190%. This move is a jack of all trades and close to a master in some areas. I love this move and its my second favorite move to... Down special, Rest, (B while holding down) [Rst*] (and yes, this move has its own tag) Damage initial 20%, + 23-46% flower damage over time, for a total of 43-56% damage -Jigglypuff falls asleep for about 4.5 seconds, doing significant initial damage, damage over time, and smashing the person upwards, range is basically Jigglypuffs mouth -W/ a PP of 10, the Pokemon falls asleep and regains all of its health... is what I would write if I was writing a Pokemon FAQ but Smash's Rest is quite different from that Rest. Yes, you do fall asleep, but you don't regain health. What you do in this game is arguably the most feared move in Smash and my personal favorite move and really, the main reason Jigglypuff is my favorite and why I'm writing this guide. Gone are the supposed overpowered days of Jigglypuff's Melee past where she could instant KO someone on the ground around 35%. Gone are the nerfed days where it would take as high as 80% even in midair to smash someone of Brawl. This move fits somewhere in between and I think it's possibly the best one. Sure, the initial smash isn't as crazy as the Melee one, but the damage overtime makes up for it in my opinion. I can understand why people think this move is overpowered. It makes the sound that a baseball bat makes. In the hands of a practiced puffer, you can easily and repeatedly dominate games with this move alone. I argue that it, in fact, isn't. Although its my favorite move, I do not think it's overpowered. There are numerous drawbacks. 1 - The range is still horrid. Bigger than Melee and Brawl I feel (which required you to be almost completely overlapped with the opponent), but basically, a good chunk of the puff has to be superimposed on the opponent. After repeated playing and testing, I can say your lips have to more or less touch the opponent (w/ about the same distance behind her, but I wont use any other anatomical terms to describe it, lol). 2 - It CAN be blocked, and it seems to take about the same or possibly less shield than Pound 3 - It smashes up, so if there is a barrier above you, it may not be an instant smash even if the opponent has plenty of damage 4 - You're asleep for about 4.5 seconds. Plenty of time for an opponent to do plenty of damage, or straight up revenge KO you right on the spot That being said, I still think its a very, very, very powerful move in the right hands. All the mindgames of Jigglypuff start here. Once you hit that first opponent who isn't used to fighting a Jigglypuff w/ Rest, the fear begins. First of all, the sound and speed of this smash is somewhat higher than what it can actually do. I like to think of this as the Slam Dunk effect. As an avid basketball fan (go Sac Kings this is our year!!! ...maybe), I remember one sports analyst basically said, "Sure, the Slam Dunk will hit the highlight real time and time again, but a layup, a hook, a floater, and a midrange jumper are all worth the same amount. And a 3 is worth even more. However, Dunks can be a big momentum shifter, inspiring teammates and demoralizing opponents." Yes, technically speaking, Rest does do a significant amount of damage, but there is some sort of psychologic, demoralizing effect that Rest has on someone when you hit them with it that makes it worth than what you see on paper, similar to a Slam Dunk. Anyways, once that happens, just floating around close to someone can unnerve them, since they know if they miss or if they attack someone else, you can just easily glide in and hit them with Rest. Ive had matches where once Jigglypuff dies, my opponents will clear the center of the stage because of the brief invulnerability you get when you come back makes a Rest KO much easier to pull off. Ive had matches where people gang up on the puff because of Rest. Well, now that we've discussed the psych aspect, how about some tips to actually hit with this? Well, you can use this move on the ground or in the air, and in fact, with a slightly bigger hitbox, I feel it is easier to hit in the air. The easiest and simplest way to hit (if the opponent really isn't doing anything, so basically this only happens in training) is to walk up to them and hit down B. You'll see how terrible the range is, but in all honesty, it is noticeably bigger than in previous games. You can rush in and do it, but it is a little harder to pull off. In my opinion, its a little easier to do it when you are floating around. Jump up and float around an opponent and look for an opening. My two favorite times to pull off rest is during someones startup or cooldown after a smash or a special move (for example, Ike preparing to side smash or Link finishing his up B) and when there is a big fight happening. Since Jigglypuff can fly, you can usually easily enter or leave a fight. Sometimes I just hover closeby to where people are fighting, I glide in all gracefully, I hit down B and hope I hit someone. More times than you would think, you will get at least one, sometimes get two, and if you get really good at your timing, you'll hit all 3. This sort of strategy is sorta just like an educated guess or a gamble, but w/ a bit of practice, you'll beat the house ;0). Furthermore, keep an eye out for one opponent grabbing another. Thats a prime opportunity to get a double KO w/ Rest. You can combo into it, sometimes a down throw and smashing in the air can work, or a pound into a rest, but most of the time I just use this move by itself, a la carte. Perhaps when I get more experience and watch more videos, I'll revise this section with combos, but if you can get good with this move, you can dominate most casual matches you have with your friends or even online. In thousands of matches I've played with my family, friends, and with random people online, Ive only met about 5 to 10 other Jigglypuff users that use her as their main. It's very difficult to describe in words, so Ill probably have to brush up this section in an updated version, so try it out in training for a while before you take it against your friends or online. Getting good at this move takes a lot of being able to read people and anticipate where they will be. I suppose you can say that with most moves in Smash, but it's even more important with Rest because of the numerous drawbacks. You'll KO yourself probably more times than you'll KO others for a while (In fact, among my close friends, there was a saying that no one kills Jigglypuff better than Jigglypuff, I know I've said it before but it's too entertaining to not keep harping on it, lol) but once you get it, you may just fall in love with puff as I have. I could go on and on with this move, but we'll stop here for now. Maybe I'll add more in an updated version. ---Customs [M005]------------------------------------------------- To be honest, I haven't unlocked any yet, but this stuff is mostly just for fun. Im trying to stick with the standard Jigglypuff for now. I'll add more to this when I actually get them. Per ssbwiki.com Rollout can have two Custom Moves -Relentless Rollout where the Jigglypuff passes through foes rather than bouncing off -Raging Rollout where the charge time is longer, but more damage and shield damage Pound, -Sideways Pound cancels the puffs momentum, deals less damage and knocks opponents horizontally -Pound Blitz pounds multiple times, dealing more damage and moving the puff forward Sing, -Hyper Voice does damage as opposed to putting foes to sleep -Spinphony flips opponents rather than putting them to sleep Rest, -Leaping Rest launches Jigglypuff upwards before falling asleep, knocking away foes -Wakie Wakie sleeps for less time and explodes on wake, dealing 5% damage to the puff herself ---Grabs/Throws [M006]-------------------------------------------- After grabbing with L or R + A Hitting A -Jiggly punches/slaps the opponent, doing about 3% damage each. You can generally get in 1-3 hits depending on how much damage the opponent has Forward throw (Hitting forward) -The puff.. well, puffs up and hits the opponent forward and up, nice to setup for a following pound, a running tackle, another grab, or sometimes even a Rest depending on the opponents damage and how fast they fly from you. It also does about 10% damage sensing a theme? lol. Can knock people off stages if you are close enough to the edge and their damage is high enough. Backwards throw (Hitting back) -The puff pretty much does a suplex... Awesome. Damage 10% It doesn't smash or launch someone far behind you as much as some other big grabbers like Mario, Ness, or Zelda, but it can get the job done when you are close to the edge. Its a little harder to combo form this move because of the distance they travel and the cooldown that the puff experiences, but it can be done. Downward throw (Hitting down) -The puff rolls back and forth on top of the opponent upside down, doing again about 10% damage, and launching them up in the air slightly. For most amounts of damage, this is actually a nice setup for Rest now that Rest is easier to hit in the air. It takes a decent amount of practice, but I've found this to be quite effective. You could even do this throw, do a pound or an aerial attack, and then Rest afterwards. Probably my favorite throw in terms of fighting and it just looks hilarious. Upwards throw (Hitting up) -The 'puff does a little spin and throws the opponent up, again for about 10% damage. I'm not a big fan of this for a Rest set up, but it can happen on occasion. I primarily do this to get someone out of the way or to set up some more arial damage. I find myself either sticking with her down throw or if I'm close to the side, her backwards throw (if you are in the right position for it). Anyways, this does has some KO potential if you are close to the top however. ---Final Smash [M007]-------------------------------------------- Getting the Smash Ball and hitting B w/ no direction, can be done in the air Damage 0% while expanding, 17% at the end -The puff begins to expand to epic proportions, taking up a significant amount of the stage, at the end, she yells, JIGGLY!!! and smashes those close to her, usually to the sides. Notes: An amusing smash and effective when used right. In small to medium stages, this smash can take up the whole stage and can lead to a triple kill. In larger stages, you have to be a bit more strategic in cornering your opponents. The last smash that occurs when she says jiggly can be avoided if the stage is large enough, so positioning is key here. Try to force 2-3 of your opponents to one side of the stage, then let them have it. Solid Final Smash, but nothing I consistently rely on. I'll just stick w/ Rest, huehuehue. ----Taunts [M008]------------------------------------------------ These don't do any damage and don't really give any sort of buffs or tactical advantage but as Jigglypuff is all about mind games and enfuriating your opponents, be familiar with her taunts. She is quite special in that she has more than just the simple taunts that you hit using the Dpad (I'll explain) Up taunt -She spins on one foot and says, Jigglypuff! in an excited manner. Elegant and precious Side taunt -She does her best Tazmanian devil impersonation and finishes it with an upraised arm, posing on one foot. Graceful pwnge. Down taunt -She flattens herself to a thickness of a sheet of paper and floats to the ground. Awkward yet still tasteful. But wait, there's more!!! (thank you for inspiring me Novowels, I still taunt like this to this day) -Sing!!! Sing to your victory and dominance over the battlefield. At lower percentages, it really doesn't keep people asleep for long, so this is in essence a useless move -Just tap B and see the saddest, nearly useless rollout you could ever see (it can do some damage, read my description on rollout above! lol). For the most part though, this is harmless and really just shows your mastery of the game if you're just throwing this move out there -Rest. Just because. Rest for 4.5 seconds. Showing you are bored of your opponent(s) and would rather just sleep. My favorite taunt, lol. ================================================================== 6 - General Strategies [Str1] ================================================================== ---General------------------------------------------------- The puff is pretty much naked, sometimes donning a hat, but she has no weapons or projectiles, just her arm and leg flaps and her body. But boy, can she do a lot with so little. So, much of the strategy about Jigglypuff is above, but in general, you probably want to spend the majority of your time in the air, something like 2/3rds of your time up there. You generally want to use her flight your advantage. In general, you glide in, do a little bit of damage (preferably w/ pound or back air), and fly away. Repeat. When they are high enough, you can try juggling them or smashing with a back air attack (her back roundhouse). Repeat. In general, I like using the Puffs aerial mobility to its fullest. And I find hitting Rest in the air or gliding in and hitting an opponent on the ground to best the most effective way to land it. When you are on the ground, you can poke around with her dashing tackle, pound, and even the odd grab. The downward throw to a Rest is one of my favorite Rest combos, but it can be a bit difficult to land, especially w/ more experienced players. Once you get the hang of it, I'd say you could land that combo probably 50% of the time, lol. So, in summary. Fly, pound, back air, Rest. Sprinkle in a few rushing tackles and grabs and you'll do great! ---Map Types---------------------------------------------------- The Jiggle is solid on most maps, but I feel offensively, she does better on smalls ones because of Rest. Defensively, on large maps she can just fly away and hide (a cheap way to make a comeback during Stock matches). She does well on stages w/ platforms. Flying up and hitting rest on someone from below works surprisingly well. Many players don't seem to expect a rest to come from below, since it seems easier to hit from the side or from the air, but it works just fine, if not better. ---Free for all (4 player)-------------------------------------- Jigglypuff thrives in chaos. Its much easier for her to land Rest when there is a lot going on. Also, its harder for people to exploit you after a Rest when you fall asleep because an errant punch, sword, or laser beam can easily wake you up. Pound can hit multiple people. Tackle as well. Don't get complacent though. Its still easy to KO yourself or leave yourself as an open target using Rest or Rollout. ---One on One (I wanna play that game tonight, sorry... lol, I was just listening to some Hall and Oates)-------------------------------- So, I know Hungrybox does it well, and I've done it a few times, but I don't feel like this her strong suit, unless you really, really, really got Rest down and/or her Wall of Pain. Since I primarily use her for Rest, its hard to get an advantage on someone using it because it can be blocked, and the main way to land it is by surprise. One on one, you can often see it coming. Then, after you kill the person, the revenge KO or the damage punishment from it can be substantial. Its still quite doable though. Between her down grab, pound, tackle, and maneuverability, she can be effective one on one. Its not my preferred way of fighting with the puff however. ---Team Battle------------------------------------------------- I can't say I play a lot of Team battles, but I generally play these matches somewhere between Free for all and One on One. To be a bit more specific, during free for all, Im much more of a gambler when throwing out Rest, while on One on one, Im more conservative. I can imagine that Sing can be more effective if you time it right with your partner, but again, it requires those higher percentages. A really solid combo I like is for your partner to grab an opponent and you hit w/ rest, and while you are asleep, your partner protects you! ---Sudden Death--------------------------------------------- 1. I like Pound 2. Dashing Tackle is good too 3. Grab + Backwards throw 4. If you feel really boss... Go for a Rest, lol ---Single player modes--------------------------------------- Coming Soon (once I play them thoroughly, huehuehue) ---Combos------------------------------------------------------------ (in progress) Pound Pound Pound -You can string pounds together, due to Pound speed, priority, and how long pound lasts. Generally, when you hit with pound, the opponent will be launched in a diagonally upward fashion. If you place yourself below and to the side of them, you can hit them with another pound as they fall towards you. You can get quite a few of these on them in a row until the opponent can recover. If you jump the other way and float back towards your opponent with a back air, you can then knock them if their percentage is high enough ================================================================== 7 - Specific Strategies [Str2] (in Progress) ================================================================== So, I can't say that I've competed against every single character exhaustively or done enough poking around the internet to read up on it, so until I do, I wont do a complete Jigglypuff vs. specific character quite yet, so Ill just describe strategies with various sizes of characters (and a few others) Large characters (Bowser, Donkey Kong, Ganondorf, King Dedede, Charizard) -I salivate over these guys, and anyone enlarged by a mushroom. Sure, it's harder to KO them in general, but much easier to hit rest. And don't forget that a landed Rest can do as much as 56% damage! The 2nd Rest will likely Instant KO them by then. Small characters (Diddy, Young Link, Kirby, Metaknight, Little Mac, Pikachu, other Puffs, Olimar) -I don't use rest on these guys as often (but I love Rest so much, that I still try). Look for their big start-ups and cooldowns, wait for them to grabbed, hit them w/ rest when they falling from an up B. These sorts of guys, especially when doing one on ones, I tend to try to do more conventional smashes, like w/ the back air, pound juggling, and her ground side smash. Everyone else -Play as the general strategies above say Moves to look out for smashes -Anyone charging (Marios water spray thing, Luigis side B, Falcon Punches, Ganondorf's Punch, Ike or King Dedede trying to smash). Those are prime times to get in a Rest
-Anything with a big cooldown afterwards (I'm thinking of you Links Up B and
moves like it)
-Ness neutral B, or even his up B where he sends out balls of energy are
also prime times to hit with Rest, as long as Ness isn't his Up + B to hit
himself to smash (really, watch out for that one)

To find the specific character, use ctrl + F w/ the characters number (So,
looking for Little Mac, Id copy and paste, 27 Little Mac into the ctrl + F
search box)

(In progress)

The Puff Versus:

01 Mario
02 Luigi
03 Peach
04 Bowser
05 Yoshi
06 Rosalina & Luma
07 Bowser Jr.
08 Wario
09 Mr. Game & Watch
10 Donkey Kong
11 Diddy Kong
12 Link
13 Zelda
14 Sheik
15 Ganondorf
16 Toon Link
17 Samus
18 Zero Suit Samus
19 Pit
20 Palutena
21 Marth
22 Ike
23 Robin
24 Kirby
25 King Dedede
26 Meta Knight
27 Little Mac
28 Fox
29 Falco
30 Pikachu
31 Charizard
32 Lucario
33 Jigglypuff
34 Greninja
35 Duck Hunt
36 R.O.B.
37 Ness
38 Captain Falcon
39 Villager
40 Olimar
41 Wii Fit TRAINER
42 Dr. Mario
43 Dark Pit
44 Lucina
45 Shulk
46 Pac-Man
47 Mega Man
48 Sonic
49 Mii Fighter/Gunner/Brawler
XX Master Core

---
01 Mario / 42 Dr. Mario

-His forward Air is a solid smash and many players w/ try to KO you w/ it. As
you're in the air a lot, you'll want to Pound to counter this, air dodge, or
just go around

-The puffs down throw to a rest works pretty well w/ him as he drops at just
the right height at most percentages

-Hell toss fireballs, so get used to either running underneath, hopping over,
or tackling right through them

-Your forward/back smash can outrange his forward/back smash and if you time
it right, can hit it right after he uses his for some damage

-As he charges his down B (the water cannon and what not), he is often
available for a pound, a back air, a grab, a grab to a rest, or a rest in
general. He can still roll out of it, but Ive found that you can either hit
him there or wherever he rolls to

-Dodging his up B and up A are key moments to hit him w/ Rest, as the
cooldowns on those are just enough to allow a Rest hit

-For some reason, his water cannon often pushes Jigglypuff up, especially
while she is in the air

-When he is far away, hell try to use the cape to help get him back to the
stage. Try to pound him or back air him right after he uses it to prevent him
from getting back on.

For Dr. Mario

-pretty much the same, except his Down B is a spinning move like Luigis that
can do solid damage and knock you up in the air. Also, his pills bounce
around a little different from the fireballs (at least, when I play Im a bit
thrown off) so your dodging will have to adjust

---

02 Luigi

-Similar to Mario in many ways, but some significant differences

-I see many players spamming down B when coming back down to the stage (after
a down throw or a pound, that smashes up). That move has great priority, so
your best bet is to air dodge it or to go around it. There is a pretty big
delay afterwards, so if you don't get hit by it and are close by, you're in a
prime position for a Rest KO

-The downward throw to a Rest is a bit harder since Luigi is a bit floatier
than Mario

-his fireballs go is straight lines horizontally as opposed to bouncing. They
are still easy to dodge, but you'll have to adjust your dodging appropriately
from Mario

-If he misses his up B, he is a sitting duck for a Rest KO. Don't miss that
opportunity

-His side B has a 10-12.5% chance of exploding and doing much more damage and
knockback than his regular side B. They are hard to predict by both the Luigi
player and the the Luigi opponent, so I tend to just stay away when he starts
to Side B. If he misses and you're close by, there is a small window for Rest
KO

More coming!

==================================================================
8 - FAQ [FAQ1]
==================================================================
1.  Whats Rests range?
     -From side to side, its roughly from her mouth to her mid back (not the
edge of her back, a little in) and above as high from her nose to the bottom
of her round figure

2.  What changes did she have from Brawl?
     -Per ssbwiki.com:
     1.  Neutral attack and up tilt have been sped up.
     2.  Up tilt, forward tilt, down throw and up throw do 1% more damage.
     3.  Neutral air, back aerial, up smash and back throw deal 1% more damage
and have more knockback.
     4.  Forward throw deals 1% more damage and has slightly shorter endlag.
     5.  Dash grab has less ending lag.
     6.  Rest is significantly stronger than in Brawl, though not quite back
to its Melee power. Due to the changes in hitstunmechanics, Jigglypuff can
now perform true combos into Rest, greatly improving its utility once again.
Rest also deals more damage.
     7.  Dash attack has less ending lag and is stronger.
     8.  Charging Rollout can be stopped.
            However, it deals much less damage and knockback.
     9.  Jigglypuff can no longer move in midair after striking an opponent.
     10. Back aerial is drastically more powerful to the point where it can
reliably KO under 120%.
     11. Because of this, it loses some of its Wall of Painability.
     12. Pound deals more shield damage.
           Pound has lost some of its momentum, losing some of its horizontal
recovery
     13. Forward air does less damage.
     14. Now uses its other arm to Pummel, instead of its hair curl.
Its eyes are now blue instead of green, thus resembling it more like its
appearance in the Pokemon series.

3.  How to unlock the puff (Copied straight from above)?
     1.  Play 120 smash matches
           -So if you're doing it this way, uh it'll take time. She's the
last one (and for good reason REEEEEEEESST, so OP haha, jp). However, you
can do what my lil bro and I did when our youngest sister wanted to play Brawl
with our cousins, but our wii broke down and we traded it in for a pre-owned
one and had to unlock all the characters again Do a stock battle w/ 1
life, and continually kill yourself 120 times (and I believe the fight you
have against unlocking a character after every 10 matches counts towards your
total). Not the best way, but it can be done in about 1-2 hours or so
depending how focused you are.
          -Or you can just play it normally and eventually get her.

     2. Collect at least 30 different equipment items
          -I cant say I did this, but thats what IGN and a few other people
on forums say. To be honest, I don't even know what equipment Ive unlocked
so far, so I cant say how fast that method is, lol

4.  What tier is Jigglypuff?
     -I hate these questions In all fighting games, I understand some
characters are considered to be stronger or weaker, but I was always with the
philosophy that you play the character that YOU derive the most fun from, not
what someone else tells you. In my book, she's top tier. In other peoples
opinion I think its too early to tell. What I can say is that again,
according to supersmashbros.wikia.com, in the original she was ranked 8th, in
Melee, she was ranked 3rd, and in Brawl, she was 35th of 38. The general
feeling Ive been getting from reading and from playing her so far, is that
this version of the puff is closer to Melee than Brawl Until someone (or
group of someones) with much more experience than me puts out a list, take the
above information however you will. I really don't know at this point,
huehuehue.
     -EventHub currently has her ranked 39th. However, I cant say I really
know what that means, but it does look to have significantly more votes.
-eventhubs.com/tiers/ssb4
5.  Any Pro Level players to watch?
     -Im just starting to learn about the professional scene, but at the last
Evo, I watched HungryBox w/ the puff (w/ the ninja bandana) and I brought a
tear to my eye. Im a big fan and Ive mentioned him above several times (at
least 3 times above actually). Lol.
   
6.  I use rollout and it keeps getting dodged, help!
     -So this move has changed quite a bit, and beyond an opponent just doing
a regular dodge, this move also seems to stop hitting opponents when you
change direction. What I mean by that is say Im rolling out to the right
where Mario is. If I start changing direction before I hit him, Ill roll
right past him until I hit someone by going left. Its weird to see, you'll
just have to try it out in training until you get the hang of it.

==================================================================
9 - Closing/Credits/Contact information [CCC]
==================================================================
This FAQ is far from complete, but I think it will help any other Jigglypuff
fan or curious Smasher who is looking for a start. I wanted to write this
primarily because of my love for Jigglypuff, but also because there really
isn't a whole lot on the internet right now, and when looking I couldn't find
much. So I gathered what I know and what I researched here. Please send
questions, comments, critiques, and anything else I can add, edit, or take
away from this FAQ to

Pockinator@gmail.com

Thanks to -
Nintendo/Sakurai for making another fantastic Smash Bros game

GameFaqs for helping me through so many other games, including earlier Smash
Bros games, and for giving gamers a place to share ideas and help each other
out.

Bulbapedia for the general information on Jigglypuff and moves like Pound and
Rest

MKaykitkats for giving me direction on how to get started writing a FAQ. Much
of my format borrows from MKaykitkats with a few tweaks from other guides Ive
read.

Novowels for an excellent Melee FAQ that I used back in the day, shortly after
using Rest. My love for the puff tripled after I read your FAQ. The special
taunts you mentioned in your guide are taunts I still use.

Sam Corrigan (Kattokana) for info on Jigglypuff on Brawl

Ayashiboi for pointing out that I forgot to add the up throw on the Jiggles
and for help w/ the costumes

Hungrybox for bringing the puff to the professional level

SSBWiki for information on custom specials and other random smash facts

supersmashbros.wikia.com for information on tiers

Eventhubs for information on tiers

Wikipedia for general information on the Smash series (when it was released,
etc.)

IGN on how to unlock the Puff

Jay and Josh for endless awesome late night matches and for giving me the
nickname the Ninjapuff.

Joe, Tom, and Amy for further Smash fun (although Tom and Amy are more
Brawlers meh)

Lucho my best bud and killer Sheik player

Pocky the Cat for silently watching me as I wrote this

Dedicated to my Fiancee Kyo, for being a hottie and still a nerd

Contact:

Email me at: Pockinator@gmail.com

Ill respond as soon as I can!

==================================================================
10 - Version Info [VIN1]
==================================================================
Version 1.14 [10-22-2014] : (The original submission)

Version 1.17 [10-30-2014] : Significant grammar, language, and format fixes.
Made the upward throw more noticeable in that section, added more description
about her costumes (thank you ayashiboi).  Allowed neoseeker to post this
guide there

==================================================================
11 - Authorized websites [ADS]
==================================================================
If you find this FAQ on any other sites either than the only one below, please
contact me immediately!!!

www.gamefaqs.com(original submission)

www.neoseeker.com

==================================================================
12 - anything left [AnyL]
==================================================================
Things to work on...
1) Specific character strategies
2) Specific stage strategies
3) Custom Moves
4) ASCII art above
5) Combos (especially Rest combos)
6) FAQ
7) Format Issues, especially in FAQ
8) Priority of moves

---COPYWRIGHT 2014 NinjaPuff45~~~