Jigglypuff is a quite unconventional character, that's true - but whether a character is good or not is very subjective, so it's very hard to give a proper answer to this. I'll try my best, though. When one has gotten used to playing as Jigglypuff, she can be quite a formidable fighter.

Almost all of Jigglypuff's **B moves** are very tactical, and take a while to learn. They do, however, work very well in conjunction.

* **B + UP:** Sing. Sing takes a **good while to execute**, but when in close quarters without much danger of projectile attacks, this is a great move to use as it will **put opponents to sleep**. While they are sleeping, you often have plenty of time to inflict damage or try to smash them away.

* **B**: Rollout. Rollout is a great move to start **charging** while the action is going on elsewhere, since a successful rollout hit can do a whole lot. Without charging, it can be used for **horizontal movement**, but isn't much of an attack.

* **B + SIDE:** Pound. Pound is, to be completely honest, not very useful, though it can be used to **move fast and far horizontally** in the air, if used repeatedly.

* **B + DOWN:** Rest. Rest is, without a doubt, Jigglypuff's most powerful move. It will put Jigglypuff to sleep for a good while, so **make sure you're in a good situation** when using it. If Jigglypuff is right inside (or at least touching) an opponent while initiating rest, it will smash the foe with **incredible force**. Just make sure your target has a high damage percentage when using it, and that not too many others are close by! If used **together with Sing**, it can often be easier to hit with.

Together with these, you can always use the quick **direction + A** combo (or the c-stick on a GameCube controller) to inflict some nice damage and possibly knock your foes a good bit away, and of course don't be afraid of going for a few grabs every now and then - Jigglypuff's **grab + down** can often work out quite well.

Jigglypuff's final smash takes some getting used to - it is probably most effective if your opponents are **close to an edge**.