Super Smash Bros. Melee/Jigglypuff

Jumping
Along with Kirby, Jigglypuff is the only character to possess multiple jumps. Use this to your advantage when using the rollout technique when you are getting away from them. Combined with pound, Jigglypuff can recover from almost anything.

Against Fox, Falco and Captain Falcon, when they are at between 20% and 40%, grab them and upthrow them, and, assuming they do not die properly, you can jump up and nap their faces before they can do anything.

Grab release
Jigglypuff has 30 frames of immobility if grabbed and a ground release occurs, like almost every other character. Jigglypuff has 49 frames of immobility after an air release, so you will have a 1 frame advantage over other players.
 * If grabbed

As with all characters, a ground release occurs if no buttons are pressed. An air release occurs if you jump at the right time (or spam ).

Jigglypuff will suffer 30 frames of immobility if performing a ground release. If an air release occurs, Jigglypuff will also suffer 30 frames of immobility, giving 20 frames of advantage over most characters.
 * When grabbing


 * Jigglypuff grab release external references (please integrate into this section)
 * http://www.smashboards.com/threads/the-jigglypuff-grab-release-thread-lol-wut.212221/
 * http://www.ssbwiki.com/Grab_release

Alternate names and voices
Change the game language to Dutch and Jigglypuff will now be Pummeluff and have a different voice. this also works in Italian except Jigglypuff is called Unoduoduo.

Anti rollout trick
For anyone annoyed with Jigglypuff's rollout try this, just as Jigglypuff hits you, shield, Jigglypuff will go right through you and hopefully off the stage. Jigglypuff users beware.

Also, if one Jigglypuff uses rollout, a second can use Sing. When the attacking Jigglypuff reaches the singing one, it will fall asleep, but keep going in the direction of the rollout, while losing speed.