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What Jigglypuff needs to contend with the rest (no pun intended)

JosePollo

Smash Journeyman
Joined
Apr 21, 2015
Messages
406
Location
Las Vegas
As you guys know, patch 1.1.3 has come and gone, giving a couple of characters a breath of fresh air in the way of buffs. Bowser got a much-needed combo throw to confirm into kills, Lucas got sizable buffs in the way of reduced cooldown on his tether grabs, increased damage on nair, and reduced landing lag on fair, making it a viable spacing tool in neutral. Other characters had their stats altered to make them faster/more mobile overall, or had lag taken off of their attacks to make them a little more safe to play.

Among those blessed by the buffs gods, however, was not Jigglypuff. The game developers seem to think poor, if any, approach options, a non-existent neutral, lack of reliable, if any, kill set-ups, floatiness, and the lightest weight in the game are off-set by having such a powerful, risk-free (you can't beat it out, after all!), and reliable kill move in Rest. So I took the time to go through the frame data on her moves to make fixes/tweaks that I believe would put everyone's favorite sleeping beauty in contention for one of the best playable characters in the Smash 4 roster (if not that, then at least top 10).

Without further ado:
-Attack11 (jab 1)
params:{0, 0, IASA?=1, 0, 15, 0}

AsynchronousTimer(3.000000)#frame 3
Hitbox4_2988D50F(Id=0x0, Bone?=0x0, unk?=0x0, Damage=2.250000, Angle=0x169, BKB=0x0, FKB=0x14, KBG=0x64, Size=3.500000, X=0.000000, Y=5.000000, Z=8.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, 0x0, 5.000000, 7.000000)
Hitbox4_2988D50F(Id=0x1, Bone?=0x0, unk?=0x0, Damage=2.250000, Angle=0x169, BKB=0x0, FKB=0xc, KBG=0x64, Size=3.900000, X=0.000000, Y=5.000000, Z=12.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, 0x0, 5.000000, 7.000000)
SynchronousTimer(2.000000)#frame 5
RemoveAllHitboxes()
AsynchronousTimer(6.000000)#frame 6
?SetBit(0x2100000d)
AsynchronousTimer(10.000000)#frame 10
?SetBit(0x21000013)
End()
Changes: start-up reduced by 2 frames; cooldown and other timings adjusted. Now hits 3-4, down from 5-6; transitions to jab 2 at frame 6, loops jab 1 at frame 10. Damage lowered from 3.0% to 2.25%. Angle changed to 361° for both hitboxes. Knockback values changed from 12 BKB/50 KBG to 20 FKB/100 KBG (0x0), and 12 FKB/100 KBG (0x1).

Desired result: faster, safer jab that's capable of locking an opponent.

-Attack12 (jab 2)
params:{0, 0, IASA?=1, 0, 17, 0}

AsynchronousTimer(5.000000)#frame 4
Hitbox4_2988D50F(Id=0x0, Bone?=0x0, unk?=0x0, Damage=3.750000, Angle=0x169, BKB=0x1e, WKB?=0x0, KBG=0x32, Size=3.500000, X=0.000000, Y=5.000000, Z=9.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, 0x0, 5.000000, 7.000000)
Hitbox4_2988D50F(Id=0x1, Bone?=0x0, unk?=0x0, Damage=3.750000, Angle=0x169, BKB=0x1e, WKB?=0x0, KBG=0x32, Size=3.900000, X=0.000000, Y=5.000000, Z=13.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, 0x1, 0x0, 0x0, 0x1, 0x3, 0x1, 0x4, 0x0, 5.000000, 7.000000)
SynchronousTimer(2.000000)#frame 6
RemoveAllHitboxes()
End()
Changes: start-up reduced by 1 frame; now hits 4-5, down from 5-6. Damage increased from 3.0 to 3.75. Angle changed to 361° for both hitboxes. BKB increased from 22 to 30. FAF moved from 20 to 17.

Desired result: safer, less commital jab 2 that can cause opponents to slide off of platforms at low percentages.

-AttackDash (dash attack)
params:{0, 0, IASA?=1, 0, 36, 0}

AsynchronousTimer(6.000000)#frame 6
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x2, Damage=13.000000, Angle=0x1c, BKB=0x14, FKB=0x0, KBG=0x64, Size=5.000000, X=0.000000, Y=2.000000, Z=6.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x1)
AsynchronousTimer(9.000000)#frame 9
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x2, Damage=9.000000, Angle=0x55, BKB=0x14, FKB=0x0, KBG=0x64, Size=4.000000, X=0.000000, Y=2.000000, Z=6.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x0, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x1)
AsynchronousTimer(22.000000)#frame 22
RemoveAllHitboxes()
End()
Changes: start-up increased by 1 frame. Clean hit lasts 1 frame less (from 6-9 down to 6-8); late hit now starts frame 9 (9-21), total active frames increased by 1. Damage for both hitboxes increased by 1.0%: 12.0% to 13.0% for the clean hit, 8.0% to 9.0% for the late hit. Clean hit angle changed from 361° to 28°; late hit angle changed from 361° to 85°. BKB equalized to 20 for both hitboxes. FAF moved from 40 to 36.

Desired result: clean hit has more killing potential due to the increased damage and more horizontal angle, which can force an opponent to have to recover low when sent off-stage. Less cooldown and a vertical 85° angle on the late hit can potentially lead to follow-ups early, and puts the opponent in a vulnerable position above Jigglypuff.

-AttackS3Hi (forward tilt, angled up)
params:{0, 0, IASA?=1, 0, 23, 0}

AsynchronousTimer(6.000000)#frame 6
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x6, Damage=10.000000, Angle=0x38, BKB=0x12, FKB=0x0, KBG=0x5a, Size=3.500000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x6, Damage=10.000000, Angle=0x38, BKB=0x12, FKB=0x0, KBG=0x5a, Size=3.500000, X=0.000000, Y=-3.250000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x6, Damage=10.000000, Angle=0x38, BKB=0x12, FKB=0x0, KBG=0x5a, Size=3.500000, X=0.000000, Y=-6.500000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(4.000000)#frame 10
RemoveAllHitboxes()
End()
Changes: start-up reduced by 1 frame; now hits 6-9, down from 7-10. Angle changed to from 361° to 56°. Knockback values changed from 8 BKB/100 KBG to 18 BKB/90 KBG. Hitboxes have slightly longer reach: Y=-3.0 to Y=-3.25 (0x1), Y=-6.0 to Y=-6.5 (0x2). FAF moved from 28 to 23.

Desired result: a slightly slower, but more extended jab. A 56° angle over a Sakurai angle will always pop the opponent up into the air. Increased base knockback makes the attack safer on hit at low percentages.

-AttackS3 (forward tilt)
params:{0, 0, IASA?=1, 0, 23, 0}

AsynchronousTimer(6.000000)#frame 6
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x6, Damage=10.000000, Angle=0x169, BKB=0x12, FKB=0x0, KBG=0x5a, Size=3.500000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x6, Damage=10.000000, Angle=0x169, BKB=0x12, FKB=0x0, KBG=0x5a, Size=3.500000, X=0.000000, Y=-3.250000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x6, Damage=10.000000, Angle=0x169, BKB=0x12, FKB=0x0, KBG=0x5a, Size=3.500000, X=0.000000, Y=-6.500000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(4.000000)#frame 10
RemoveAllHitboxes()
End()
Changes: start-up reduced by 1 frame; now hits 6-9, down from 7-10. Knockback values changed from 8 BKB/100 KBG to 18 BKB/90 KBG. Hitboxes have slightly longer reach: Y=-3.0 to Y=-3.25 (0x1), Y=-6.0 to Y=-6.5 (0x2). FAF moved from 28 to 23.

Desired result: a slightly slower, but more extended jab. Increased base knockback makes the attack safer on hit at low percentages.

-AttackS3Lw (forward tilt, angled down)
params:{0, 0, IASA?=1, 0, 23, 0}

AsynchronousTimer(6.000000)#frame 6
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x6, Damage=10.000000, Angle=0x0, BKB=0x8, FKB=0x0, KBG=0x5a, Size=3.500000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x6, Damage=10.000000, Angle=0x0, BKB=0x8, FKB=0x0, KBG=0x5a, Size=3.500000, X=0.000000, Y=-3.250000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x6, Damage=10.000000, Angle=0x0, BKB=0x8, FKB=0x0, KBG=0x5a, Size=3.500000, X=0.000000, Y=-6.500000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(4.000000)#frame 10
RemoveAllHitboxes()
End()
Changes: start-up reduced by 1 frame; now hits 6-9, down from 7-10. Angle changed from 361° to 0°. KBG decreased from 100 to 90. Hitboxes have slightly longer reach: Y=-3.0 to Y=-3.25 (0x1), Y=-6.0 to Y=-6.5 (0x2). FAF moved from 28 to 23.

Desired result: a slightly slower, but more extended jab. A 0° angle over a Sakurai angle gives low-angled f-tilt more utility: it will never pop opponents up into the air, always causing them to slide backward instead; it can be a deadly semi-spike against vulnerable ledge-holding opponents if they have bad recovery; it can jab lock an opponent at any percentage. Very low base knockback makes the attack unsafe at very low percetages, even on hit.

-AttackHi3 (up tilt)
params:{0, 0, IASA?=1, 0, 23, 0}

AsynchronousTimer(4.000000)#frame 4
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0xa, Damage=10.000000, Angle=0x70, BKB=0x32, FKB=0x0, KBG=0x4e, Size=4.000000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0xa, Damage=10.000000, Angle=0x70, BKB=0x32, FKB=0x0, KBG=0x4e, Size=5.500000, X=0.000000, Y=-3.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(2.000000)#frame 6
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0xa, Damage=6.000000, Angle=0x5f, BKB=0x32, FKB=0x0, KBG=0x46, Size=3.200000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0xa, Damage=6.000000, Angle=0x5f, BKB=0x32, FKB=0x0, KBG=0x46, Size=4.800000, X=0.000000, Y=-3.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(8.000000)#frame 14
RemoveAllHitboxes()
End()
Changes: start-up reduced by 5 frames; late hit total active frames increased by 5: up tilt now hits 4-5 (clean), 6-13 (late). Clean hit damage increased from 9.0% to 10.0%, late hit damage decreased from 8.0% to 6.0%. Clean hit angle lowered from 96° to 112°, late hit angle changed from 88° to 95°. Knockback values changed from 40 BKB/120 KBG to 50 BKB/78 KBG (early), and 50 BKB/70 KBG (late). Sizes for the late hitboxes reduced: 4.0 to 3.2 (0x0), 5.5 to 4.8 (0x1). FAF set to frame 23.

Desired result: increased damage, a 112° angle (which sends the opponent over Jigglypuff's...head?), increased base knockback, and greatly decreased knockback growth make comboing out of a clean up tilt easier around low to mid percentages, without it becoming a spammable attack. The late hit pops the opponent up directly over Jigglypuff's head and hitting late into its duration can lead into many things due to the low cooldown after hitting (which is now 1 frame less than before; up tilt's 24 frames of animation are originally un-interruptible).

-AttackLw3 (down tilt)
params:{0, 0, IASA?=1, 0, 36, 0}

AsynchronousTimer(12.000000)#frame 12
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x6, Damage=9.000000, Angle=0x14, BKB=0x23, FKB=0x0, KBG=0x3c, Size=2.800000, X=0.000000, Y=0.500000, Z=0.500000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x6, Damage=10.000000, Angle=0xa, BKB=0x23, FKB=0x0, KBG=0x46, Size=3.100000, X=0.000000, Y=-4.000000, Z=0.500000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x6, Damage=11.000000, Angle=0x5, BKB=0x23, FKB=0x0, KBG=0x50, Size=3.600000, X=0.000000, Y=-8.200000, Z=0.500000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(3.000000)#frame 15
RemoveAllHitboxes()
End()
Changes: hitbox ID's reversed: innermost hitbox is now ID=0x0, tipper is ID=0x2. Start-up increased by 2 frames; now hits 12-14, up from 10-12. Hitbox 0x0 damage lowered from 10.0% to 9.0%; 0x2 increased from 10.0% to 11.0%. Hitbox 0x1 angle lowered from 20° to 10°; 0x2 lowered from 20° to 5°. BKB lowered from 50 to 35. Hitbox 0x0 KBG increased from 55 to 60; 0x1 increased from 55 to 70; 0x2 increased from 55 to 80. Hitbox 0x0 size decreased by 0.2 units (3.0 to 2.8) and shifted forward 0.5 units (Y=0.0 to Y=0.5); 0x1 size increased by 0.1 units (3.0 to 3.1); 0x2 size increased by 0.6 units (3.0 to 3.6) and shifted forward 0.2 units (Y=-8.0 to Y=-8.2); all hitboxes shifted downward 1.5 units (Z=-1.0 to Z=0.5). Trip rate removed. FAF moved from 31 to 36.

Desired result: slightly slower than before, but--despite becoming the least prioritized hitbox in the attack--knocking someone off-stage with the tip of Jigglypuff's foot at high percentages can lead to a lost stock if the character doesn't have exceptionally good recovery. The hitboxes get weaker towards Jigglypuff's body, so spacing the move is key. The tipper hitbox is increased in size and shifted away from the middle hitbox to make it easier to hit with. Shifting the hitboxes downward allows down tilt to hit the ledge more reliably, especially with the tipper hitbox.

-AttackS4 (forward smash)
params:{0, 0, IASA?=1, 0, 46, 0}

AsynchronousTimer(5.000000)#frame 5
?SetBit(0x2100001b)
AsynchronousTimer(16.000000)#frame 16
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x6, Damage=15.000000, Angle=0x169, BKB=0x20, FKB=0x0, KBG=0x62, Size=5.000000, X=0.000000, Y=1.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x6, Damage=15.000000, Angle=0x169, BKB=0x20, FKB=0x0, KBG=0x62, Size=5.000000, X=0.000000, Y=-2.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
unk_F13BFE8D(0x6, 0x2)
SynchronousTimer(4.000000)#frame 20
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x6, Damage=12.000000, Angle=0x169, BKB=0x19, FKB=0x0, KBG=0x50, Size=4.000000, X=0.000000, Y=1.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x6, Damage=12.000000, Angle=0x169, BKB=0x19, FKB=0x0, KBG=0x50, Size=4.000000, X=0.000000, Y=-2.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
unk_CEDC237E(0x0)
SynchronousTimer(5.000000)#frame 25
RemoveAllHitboxes()
End()
Changes: clean hit knockback changed from 10 BKB/115 KBG to 32 BKB/98 KBG; late hit knockback changed from 6 BKB/85 KBG to 25 BKB/80 KBG. Attacking leg intangible 16-19. FAF moved from 50 to 46.

Desired result: greatly increased base knockback makes the attack safer on hit a low percentages, but loses some killing power.

-AttackHi4 (up smash)
params:{0, 0, IASA?=1, 0, 42, 0}

AsynchronousTimer(5.000000)#frame 5
?SetBit(0x2100001b)
AsynchronousTimer(12.000000)#frame 12
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x13, Damage=13.000000, Angle=0x5a, BKB=0x14, FKB=0x0, KBG=0x69, Size=4.800000, X=4.000000, Y=0.000000, Z=-1.600000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x1)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x13, Damage=13.000000, Angle=0x5a, BKB=0x14, FKB=0x0, KBG=0x69, Size=7.200000, X=4.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x1)
SynchronousTimer(4.000000)#frame 16
RemoveAllHitboxes()
End()

Changes: Start-up reduced by 4 frames; now hits 12-15, down from 16-19. Cooldown and other timings adjusted. Damage for both hitboxes equalized to 13.0%. Angle raised from 87° to 90°.

Desired result: faster overall, but with an overall less damage output and kill power as well.

-AttackLw4 (down smash)
params:{0, 0, IASA?=1, 0, 44, 0}

AsynchronousTimer(5.000000)#frame 5
?SetBit(0x2100001b)
AsynchronousTimer(14.000000)#frame 14
unk_F13BFE8D(0xa, 0x2)
unk_F13BFE8D(0x6, 0x2)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0xa, Damage=12.000000, Angle=0x0, BKB=0x28, FKB=0x0, KBG=0x4b, Size=6.000000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x6, Damage=12.000000, Angle=0x0, BKB=0x28, FKB=0x0, KBG=0x4b, Size=6.000000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(1.000000)#frame 15
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0xb, Damage=5.000000, Angle=0x0, KBG=0x0, FKB=0x32, KBG=0x64, Size=4.800000, X=0.600000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x3f800000, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x7, Damage=5.000000, Angle=0x0, KBG=0x0, FKB=0x32, KBG=0x64, Size=4.800000, X=0.600000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x3f800000, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0xa, Damage=5.000000, Angle=0x0, KBG=0x0, FKB=0x32, KBG=0x64, Size=5.750000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x3f800000, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x3, Part=0x0, Bone=0x6, Damage=5.000000, Angle=0x0, KBG=0x0, FKB=0x32, KBG=0x64, Size=5.750000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x3f800000, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(1.000000)#frame 16
unk_CEDC237E(0x0)
SynchronousTimer(6.000000)#frame 22
RemoveAllHitboxes()
End()
Changes: attack split into a clean and a late hit. Clean hit happens frame 14: 12.0% damage, 0° angle, 40 BKB/75 KBG, size 6.0 hitboxes. Late hit happens 15-21: 5.0% damage, 50 FKB/100 KBG, size 4.8 (0x0, 0x1) and 5.75 (0x2, 0x3) hitboxes, 100% trip rate. Total active frames extended 14-21, up from 14-15. Legs intangible 14-15. FAF moved from 49 to 44.

Desired result: clean hit has stronger kill power, but only lasts 1 frame. Late hit lasts 7 frames, but has a 100% trip rate.

-AttackAirN (neutral aerial)
params:{0, 0, IASA?=1, 0, 35, 0}

AsynchronousTimer(3.000000)#frame 3
?SetBit(0x2100000d)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=10.000000, Angle=0x169, BKB=0x23, FKB=0x0, KBG=0x50, Size=4.000000, X=0.000000, Y=3.000000, Z=8.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=10.000000, Angle=0x169, BKB=0x23, FKB=0x0, KBG=0x50, Size=6.000000, X=0.000000, Y=5.000000, Z=1.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(4.000000)#frame 7
Hitbox_2988D50F(ID=0x0, Part=0x0, Bone=0x0, Damage=8.000000, Angle=0x169, BKB=0x23, FKB=0x0, KBG=0x50, Size=3.500000, X=0.000000, Y=3.000000, Z=3.000000, Effect=0x0, Trip=0x0, Hitlag=0.700000, SDI=1.000000, Clang=0x1, 0x1, 0x0, 0x0, 0x2, 0x3, 0x1, 0x6, 0x0, 3.500000, 8.000000)
RemoveHitbox(0x1)
AsynchronousTimer(24.000000)#frame 24
?ClearBit(0x2100000d)
RemoveAllHitboxes()
End()
Changes: start-up decreased 3 frames. Clean hit duration increased by 2 frames, late hit duration reduced by 5 frames; attack now hits 3-6 clean, 7-23 late (21 frames total, down from 26). Clean hit damage reduced from 11.0% to 10.0%; late hit damage increased from 6.0% to 8.0%. Clean hit and late hit knockback values equalized to 35 BKB/80 KBG. Late hitlag value lowered from 1.0 to 0.7. Auto-cancel windows changed from 1-4/40> to 1-2/24>. FAF moved from 44 to 35. Landing lag lowered from 15 frames to 10 frames.

Desired result: reliable combo breaker that's able to combo, itself, due to a very fast auto-cancel, especially when hitting with the late hit. Using the attack close to enough to the ground to land immediately after hitting the clean hit can also combo due to the decreased landing lag.

-AttackAirF (forward aerial)
params:{0, 0, IASA?=1, 0, 33, 0}

AsynchronousTimer(5.000000)#frame 5
?SetBit(0x2100000d)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=6.500000, Angle=0x169, BKB=0x14, FKB=0x0, KBG=0x62, Size=4.500000, X=0.000000, Y=4.000000, Z=10.000000, Effect=0x0, Trip=0x0, Hitlag=0.800000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=6.500000, Angle=0x169, BKB=0x14, FKB=0x0, KBG=0x62, Size=4.000000, X=0.000000, Y=4.000000, Z=6.000000, Effect=0x0, Trip=0x0, Hitlag=0.800000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0x0, Damage=6.500000, Angle=0x169, BKB=0x14, FKB=0x0, KBG=0x62, Size=3.500000, X=0.000000, Y=4.000000, Z=3.000000, Effect=0x0, Trip=0x0, Hitlag=0.800000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(8.000000)#frame 13
RemoveAllHitboxes()
AsynchronousTimer(18.000000)#frame 18
?ClearBit(0x2100000d)
End()
Changes: start-up reduced by 3 frames. Clean hit duration increased by 6 frames; late hit removed entirely. Attack now hits only 5-12. Damage decreased from 9.0% to 6.5%; BKB lowered from 30 to 20. Third hitbox added as ID=0x1; former ID=0x1 re-assigned to ID=0x2. Hitbox 0x0 shifted forward 1 unit (Z=9.0 to Z=10.0); hitbox 0x1 set at size 4.0 and coordinates X=0x0, Y=4.0, Y=6.0; hitbox 0x2 size increased by 0.3 units (3.2 to 3.5). Hitlag for the attack lowered from 1.0 to 0.8. Auto-cancel windows changed from 1-3/28> to 1-4/18>. FAF moved from 37 to 33. Landing lag lowered from 15 frames to 12 frames.

Desired result: an aerial with fast start-up and almost no cooldown due to a frame-18 auto-cancel. The changed damage and knockback values allow Jigglypuff to carry opponents across the stage with short-hop fast-falled attacks. Longer reach and less hitlag make fair extremely safe on shield due to Jigglypuff's exceptional aerial mobility. Very much styled after Sheik's fair.

-AttackAirB (back aerial)
params:{0, 0, IASA?=1, 0, 40, 0}

?SetBit(0x2100000d)
AsynchronousTimer(10.000000)#frame 9
Hitbox_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0x0, Damage=15.000000, Angle=0x3a, BKB=0x14, WKB?=0x0, KBG=0x70, Size=4.000000, X=0.000000, Y=4.000000, Z=-12.000000, Effect=0x0, Trip=0x0, Hitlag=1.200000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x2, 0x3, 0x1, 0x6, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x4, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0)
Hitbox_14FCC7E4(Id=0x1, Bone?=0x0, unk?=0x0, Damage=14.000000, Angle=0x3a, BKB=0xa, WKB?=0x0, KBG=0x66, Size=4.500000, X=0.000000, Y=4.000000, Z=-8.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, 1.000000, 0x1, 0x1, 0x0, 0x2, 0x2, 0x3, 0x1, 0x6, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x4, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0)
AsynchronousTimer(13.000000)#frame 12
RemoveAllHitboxes()
AsynchronousTimer(32.000000)#frame 32
?ClearBit(0x2100000d)
End()
Changes: start-up reduced by 3 frames. Hitbox duration increased by 1 frame; now hits 9-11. Hitbox 0x0 damage increased from 13.0% to 15.0%; hitbox 0x1 damage increased from 13.0% to 14.0%. Angle raised from 42° to 58°. Hitbox 0x0 knockback values changed from 0 BKB/120 KBG to 20 BKB/112 KBG; hitbox 0x0 knockback values changed from 30 BKB/120 KBG to 10 BKB/102 KBG. Hitbox 0x1 hitlag lowered from 1.2 to 1.0. Early auto-cancel removed; late auto-cancel delayed from frame 28 to frame 32. Landing lag increased from 18 frames to 20 frames.

Desired result: now faster, and with more kill power due to increased overall damage and re-prioritized knockback values (tip has higher knockback values than the inner hitboxes, instead of the other way around, as it is originally).

-AttackAirHi (up aerial)
params:{0, 0, IASA?=1, 0, 38, 0}

AsynchronousTimer(7.000000)#frame 7
?SetBit(0x2100000d)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0xf, Damage=7.000000, Angle=0x50, BKB=0x2a, FKB=0x0, KBG=0x58, Size=4.000000, X=7.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x1, Direct/Indirect=0x3, 0x1, 0x4)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0xf, Damage=7.000000, Angle=0x50, BKB=0x2a, FKB=0x0, KBG=0x58, Size=3.000000, X=4.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x1, Direct/Indirect=0x3, 0x1, 0x4)
Hitbox_B738EABD(ID=0x2, Part=0x0, Bone=0xf, Damage=7.000000, Angle=0x50, BKB=0x2a, FKB=0x0, KBG=0x58, Size=3.000000, X=1.000000, Y=0.000000, Z=0.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x1, Direct/Indirect=0x3, 0x1, 0x4)
unk_F13BFE8D(0xf, 0x2)
AsynchronousTimer(17.000000)#frame 17
unk_CEDC237E(0x0)
RemoveAllHitboxes()
AsynchronousTimer(29.000000)#frame 29
?ClearBit(0x2100000d)
End()
Changes: start-up reduced by 2 frames. Hitbox duration reduced by 3 frames; now hits 7-16. Damage decreased from 9.0% to 7.0%. Angle lowered from 88° to 80°. Knockback values changed from 30 BKB/100 KBG to 42 BKB/88 KBG. Attacking hand intangible 7-16. Auto-cancels changed from 1-3/35> to 1-6/29>. FAF moved from 45 to 38. Landing lag lowered from 15 frames to 8 frames.

Desired result: faster start-up, much better auto-cancels, reduced cooldown, damage, a lowered angle, and higher base knockback with less growth makes up air an amazing juggling tool in the air. With only 8 frames of landing lag, falling up air can be used to reliably combo into many things at around the mid percentages.

-AttackAirLw (down aerial)
params:{0, 0, IASA?=1, 0, 49, 0}

?SetBit(0x2100000d)
AsynchronousTimer(11.000000)#frame 11
LoopStart(0x8)
Hitbox_2988D50F(Id=0x0, Bone?=0x0, unk?=0x0, Damage=1.500000, Angle=0x91, BKB=0x12, FBK=0x0, KBG=0x64, Size=3.400000, X=0.000000, Y=-2.000000, Z=1.000000, Effect=0x0, Trip=0x0, Hitlag=0.800000, SDI=0.800000, Clang=0x1, 0x1, 0x0, 0x1, 0x2, 0x3, 0x1, 0x6, 0x0, -1.000000, 3.500000)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=1.500000, Angle=0x118, BKB=0x0, FKB=0x2d, KBG=0x64, Size=2.800000, X=0.000000, Y=3.500000, Z=1.000000, Effect=0x0, Trip=0x0, Hitlag=0.800000, SDI=0.800000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x1, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(2.000000)#frame 13
RemoveAllHitboxes()
SynchronousTimer(1.000000)#frame 14
LoopEnd(-0x3a)
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x109, BKB=0x0, FKB=0x0, KBG=0x64, Size=5.000000, X=0.000000, Y=-2.400000, Z=3.500000, Effect=0x0, Trip=0x0, Hitlag=2.200000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x109, BKB=0x0, FKB=0x0, KBG=0x64, Size=3.000000, X=0.000000, Y=3.500000, Z=1.000000, Effect=0x0, Trip=0x0, Hitlag=2.200000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x6)
SynchronousTimer(2.000000)#frame 16
RemoveAllHitboxes()
AsynchronousTimer(39.000000)#frame 39
?ClearBit(0x2100000d)
End()
Changes: start-up increased 5 frames. Attack now hits 11-12, 14-15, 17-18, 20-21, 23-24, 26-27, 29-30, 32-33, 35-36. Angle for the final hitboxes changed from 45° to 265°. BKB for looping hitbox 0x0 increased from 10 to 18; FKB for looping hitbox 0x1 increased from 30 to 45. Knockback values for final hitboxes changed from 30 BKB/150 KBG to 0 BKB/100. Final hitboxes hitlag lowered from 2.2 to 1.0. Early auto-cancel removed; late auto-cancel starts frame 39, down from frame 45. FAF moved from 53 to 49. Landing lag lowered from 30 frames to 16 frames.

Desired result: looping hits connect better due to increased knockback. Final hit is a rather weak spike that turns deadly in the hands of Jigglypuff's off-stage capabilities. Faster late auto-cancel allows Jigglypuff to short hop her dair without landing lag.

-LandingAirLw (down aerial landing)
params:{1, 0, IASA?=0, 0, 0, 0}

AsynchronousTimer(1.000000)#frame 1
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x48, BKB=0x0, FKB=0x32, KBG=0x5a, Size=5.000000, X=0.000000, Y=3.200000, Z=4.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x0)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=2.000000, Angle=0x48, BKB=0x0, FKB=0x32, KBG=0x5a, Size=5.000000, X=0.000000, Y=3.200000, Z=-4.000000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x2, Direct/Indirect=0x3, 0x1, 0x0)
SynchronousTimer(2.000000)#frame 3
RemoveAllHitboxes()
unk_9126EBA2(0xbb31d589L)
End()
Changes: 2 landing hitboxes added: active 1-2; 2.0% damage, 72° angle; 50 FKB/90 KBG. Hitbox sizes set to 5.0 units and coordinates X=0.0, Y=3.2, Z=4.0/Z=-4.0. Hitlag and SDI set to 1.0. Clang set to 0x0.

Desired result: a landing hitbox Jigglypuff can use on-stage to combo in to things a la Kirby, thanks to her drastically reduced dair landing lag.

-Catch (standing grab)
params:{0, 0, IASA?=1, 0, 26, 0}

AsynchronousTimer(7.000000)#frame 7
unk_7B48FE1C(0x0, 0x0, 0x40400000, 0x0, 0x40a66666, 0x40800000, 0x3f, 0x3, 0x0, 0x40a66666, 0x41080000)
unk_FA1BC28A(0x49fa5bdd)
SynchronousTimer(2.000000)#frame 9
unk_F3A464AC()
?SetBit(0x2100000d)
End()
Changes: start-up increased by 1 frame; now grabs 7-8. Grab box size lowered from 3.5 to 3.0. FAF moved from 27 to 26.

Desired result: Jigglypuff's standing grab is now slower and smaller in size.

-CatchDash (dash grab)
params:{0, 0, IASA?=1, 0, 36, 0}

AsynchronousTimer(9.000000)#frame 9
unk_7B48FE1C(0x0, 0x0, 0x40200000, 0x0, 0x40a66666, 0x40800000, 0x3f, 0x3, 0x0, 0x40a66666, 0x41033333)
unk_FA1BC28A(0x49fa5bdd)
SynchronousTimer(2.000000)#frame 11
unk_F3A464AC()
?SetBit(0x2100000d)
End()
Changes: Start-up increased by 1 frame; now grabs 9-10. Grab box size lowered from 2.8 to 2.5. FAF moved from 33 to 36.

Desired result: Puff's dash grab is now slower, and smaller in size.

-CatchTurn (pivot grab)
params:{0, 0, IASA?=1, 0, 39, 0}

AsynchronousTimer(9.000000)#frame 9
unk_7B48FE1C(0x0, 0x0, 0x40733333, 0x0, 0x40a66666, 0xc0800000L, 0x3f, 0x3, 0x0, 0x40a66666, 0xc1380000L)
unk_FA1BC28A(0x49fa5bdd)
SynchronousTimer(2.000000)#frame 11
unk_F3A464AC()
?SetBit(0x2100000d)
End()
Changes: Grab box size increased from 3.5 to 3.8. FAF moved from 32 to 39.

Desired result: Her pivot grab has longer range, but more cooldown.

-CatchAttack (pummel)
params:{0, 0, IASA?=0, 0, 0, 0}

AsynchronousTimer(8.000000)#frame 8
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=3.100000, Angle=0x169, BKB=0x0, FKB=0x1e, KBG=0x64, Size=5.700000, X=0.000000, Y=7.000000, Z=12.800000, Effect=0x0, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x1, SFXLevel=0x0, SFXType=0x0, Ground/Air=0x1, Direct/Indirect=0x3, 0x1, 0x4)
SynchronousTimer(2.000000)#frame 10
RemoveAllHitboxes()
AsynchronousTimer(14.000000)#frame 14
?SetBit(0x2100000d)
End()
Changes: start-up reduced by 2 frames; now hits 8-9. Damage decreased from 3.1% to 1.5%. Starts another pummel as soon as frame 15.

Desired result: faster, but weaker pummel.

-ThrowF (forward throw)
params:{0, 0, IASA?=1, 0, 0, 0}

GrabHitbox_DF057B20(0x0, 0x0, Damage=5.000000, Angle=0x28, BKB=0x64, 0x0, KBG=0x3c, 0x0, 0.000000, 1.000000, 1.000000, 0x0, 0x2, 0x3, 0x1, 0x1, 0x8)
GrabHitbox_DF057B20(0x1, 0x0, Damage=3.000000, Angle=0x169, BKB=0x28, 0x0, KBG=0x64, 0x0, 0.000000, 1.000000, 1.000000, 0x0, 0x2, 0x3, 0x1, 0x1, 0x8)
AsynchronousTimer(10.000000)#frame 10
Hitbox6_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0xd, Damage=5.000000, Angle=0x169, BKB=0x6e, WKB?=0x0, KBG=0x28, Size=10.560000, X=0.000000, Y=0.000000, 0.000000, 0x0, 0x0, 1.000000, 1.000000, 0x0, 0x0, 0x1, 0x1, 0x6, 0x3, 0x1, 0x2, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0)
AsynchronousTimer(12.000000)#frame 12
unk_D8DF1DCC(0x0, 0x1a, 0x11000005, 0x11000006, 0x11000007)
RemoveAllHitboxes()
End()
Changes: launch angle lowered to 40°. KBG increased from 30 to 60.

Desired result: can finally, eventually kill thanks to a lower angle and increased knockback growth.

-ThrowB (back throw)
params:{0, 0, IASA?=1, 0, 0, 0}

GrabHitbox_DF057B20(0x0, 0x0, Damage=12.000000, Angle=0x8c, BKB=0x55, FKB=0x0, KBG=0x1e, 0x0, 0.000000, 1.000000, 1.000000, 0x0, 0x2, 0x3, 0x1, 0x1, 0x8)
GrabHitbox_DF057B20(0x1, 0x0, Damage=3.000000, Angle=0x169, BKB=0x28, FKB=0x0, KBG=0x64 0x0, 0.000000, 1.000000, 1.000000, 0x0, 0x2, 0x3, 0x1, 0x1, 0x8)
AsynchronousTimer(26.000000)#frame 26
unk_D8DF1DCC(0x0, 0x1a, 0x11000005, 0x11000006, 0x11000007)
End()
Changes: damage increased from 10.0% to 12.0%. Angle lowered from 135° to 140°. Knockback values changed from 90 BKB/25 KBG to 85 BKB/30 KBG.

Desired result: can finally, eventually kill thanks to a lower angle and increased damage.

-ThrowHi (up throw)
params:{0, 0, IASA?=1, 0, 0, 0}

GrabHitbox_DF057B20(0x0, 0x0, Damage=8.000000, Angle=0x5a, BKB=0x64, FKB=0x0, KBG=0x1e, 0x0, 0.000000, 1.000000, 1.000000, 0x0, 0x2, 0x3, 0x1, 0x1, 0x8)
GrabHitbox_DF057B20(0x1, 0x0, Damage=3.000000, Angle=0x169, BKB=0x64, FKB=0x0, KBG=0x28, 0x0, 0.000000, 1.000000, 1.000000, 0x0, 0x2, 0x3, 0x1, 0x1, 0x8)
AsynchronousTimer(9.000000)#frame 9
unk_D8DF1DCC(0x0, 0x1a, 0x11000005, 0x11000006, 0x11000007)
End()
Changes: damage lowered from 10.0% to 8.0%. Knockback values changed from 110 BKB/30 KBG to 100 BKB/69 KBG.

Desired result: can finally, eventually kill thanks to much better knockback growth.

-ThrowLw (down throw)
params:{0, 0, IASA?=1, 0, 0, 0}

GrabHitbox_DF057B20(0x0, 0x0, Damage=6.000000, Angle=0x46, BKB=0x82, 0x0, KBG=0x13, 0x0, 0.000000, 1.000000, 1.000000, 0x0, 0x2, 0x3, 0x1, 0x1, 0x8)
GrabHitbox_DF057B20(0x1, 0x0, Damage=3.000000, Angle=0x169, BKB=0x28, 0x0, KBG=0x64, 0x0, 0.000000, 1.000000, 1.000000, 0x0, 0x2, 0x3, 0x1, 0x1, 0x8)
AsynchronousTimer(60.000000)#frame 60
Hitbox6_14FCC7E4(Id=0x0, Bone?=0x0, unk?=0x0, Damage=4.000000, Angle=0x28, BKB=0x82, WKB?=0x0, KBG=0xa, Size=6.000000, X=0.000000, Y=4.000000, 3.200000, 0x0, 0x0, 1.000000, 1.000000, 0x0, 0x0, 0x0, 0x2, 0x2, 0x3, 0x1, 0x1, 0x3f, 0x0, 0xf, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x1, 0x0, 0x0, 0x0, 0x0, 0x0)
AsynchronousTimer(62.000000)#frame 62
unk_D8DF1DCC(0x0, 0x1a, 0x11000005, 0x11000006, 0x11000007)
RemoveAllHitboxes()
End()
Changes: angle lowered from 80° to 70°. Knockback values changed from 100 BKB/37 KBG to 130 BKB/15 KBG.

Desired result: this throw will never kill or combo into anything unless you do it off of a the platform on Smashville? Or maybe just use down throw when you're up a stock on T&C and wait for the platforms to kill you and your opponent off the sides, since this throw takes forever.

-SpecialS (Pound)
params:{0, 0, IASA?=1, 0, 0, 0}

AsynchronousTimer(13.000000)#frame 13
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=12.000000, Angle=0x19, BKB=0x34, FKB=0x0, KBG=0x58, Size=4.500000, X=0.000000, Y=4.000000, Z=10.000000, Effect=0x0, Trip=0x3ecccccd, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x1, SFXLevel=0x14, SFXType=0x2, Ground/Air=0x6, Direct/Indirect=0x3, 0x1, 0x4)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=12.000000, Angle=0x19, BKB=0x34, FKB=0x0, KBG=0x58, Size=4.500000, X=0.000000, Y=4.000000, Z=5.000000, Effect=0x0, Trip=0x3ecccccd, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x1, SFXLevel=0x14, SFXType=0x2, Ground/Air=0x6, Direct/Indirect=0x3, 0x1, 0x4)
SynchronousTimer(3.000000)#frame 16
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=10.000000, Angle=0x50, BKB=0x32, FKB=0x0, KBG=0x37, Size=4.500000, X=0.000000, Y=4.000000, Z=10.000000, Effect=0x0, Trip=0x3ecccccd, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x1, SFXLevel=0x14, SFXType=0x2, Ground/Air=0x6, Direct/Indirect=0x3, 0x1, 0x4)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=10.000000, Angle=0x50, BKB=0x32, FKB=0x0, KBG=0x37, Size=4.500000, X=0.000000, Y=4.000000, Z=5.000000, Effect=0x0, Trip=0x3ecccccd, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x1, SFXLevel=0x14, SFXType=0x2, Ground/Air=0x6, Direct/Indirect=0x3, 0x1, 0x4)
AsynchronousTimer(29.000000)#frame 29
RemoveAllHitboxes()
End()
Changes: split into a clean and a late hit; clean hit active 13-15, late hit 16-28. Clean hit damage increased from 11.0% to 12.0% (+20 shield damage); late hit damage reduced from 11.0% to 10.0% (+15 shield damage). Clean hit angle lowered from 75° to 25°; late hit angle raised from 75° to 80°. Clean hit KBG increased from 75 to 88; late hit knockback values changed from 52 BKB/75 KBG to 50 BKB/55 KBG. All hitboxes clang set to 0x0. Move duration shortened from 45 total frames (FAF: 46) to 40 frames (FAF: 41).

Desired result: clean hit launches opponents at a very horizontal angle that can lead to tech chases or edge guards when knocked off-stage. The later the late hit connects, the easier it is to combo into other moves.

-SpecialAirS
params:{0, 0, IASA?=1, 0, 0, 0}

AsynchronousTimer(10.000000)#frame 10
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=12.000000, Angle=0x50, KBG=0x4b, FKB=0x0, BKB=0x34, Size=4.500000, X=0.000000, Y=4.000000, Z=10.000000, Effect=0x0, Trip=0x3ecccccd, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x14, SFXType=0x2, Ground/Air=0x6, Direct/Indirect=0x3, 0x1, 0x4)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=12.000000, Angle=0x50, KBG=0x4b, FKB=0x0, BKB=0x34, Size=4.500000, X=0.000000, Y=4.000000, Z=5.000000, Effect=0x0, Trip=0x3ecccccd, Hitlag=1.000000, SDI=1.000000, Clang=0x1, ?=0x1, SFXLevel=0x14, SFXType=0x2, Ground/Air=0x6, Direct/Indirect=0x3, 0x1, 0x4)
?SetBit(0x2100000f)
unk_F38E805D(0x1, 0x11000002)
?SetBit(0x21000010)
SynchronousTimer(3.000000)#frame 13
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0x0, Damage=10.000000, Angle=0x19, BKB=0x32, FKB=0x0, KBG=0x37, Size=4.500000, X=0.000000, Y=4.000000, Z=10.000000, Effect=0x0, Trip=0x3ecccccd, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x1, SFXLevel=0x14, SFXType=0x2, Ground/Air=0x6, Direct/Indirect=0x3, 0x1, 0x4)
Hitbox_B738EABD(ID=0x1, Part=0x0, Bone=0x0, Damage=10.000000, Angle=0x19, BKB=0x32, FKB=0x0, KBG=0x37, Size=4.500000, X=0.000000, Y=4.000000, Z=5.000000, Effect=0x0, Trip=0x3ecccccd, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x1, SFXLevel=0x14, SFXType=0x2, Ground/Air=0x6, Direct/Indirect=0x3, 0x1, 0x4)
AsynchronousTimer(26.000000)#frame 26
RemoveAllHitboxes()
unk_0F39EC70(0x1)
AsynchronousTimer(31.000000)#frame 31
unk_F38E805D(0x2, 0x11000002)
?SetBit(0x21000010)
AsynchronousTimer(41.000000)#frame 33
unk_0F39EC70(0x2)
End()
Changes: start-up reduced by 3 frames. Split into a clean and late hit; clean hit active 10-12, late hit 13-25. Clean hit damage increased from 11.0% to 12.0% (+20 shield damage); late hit damage reduced from 11.0% to 10.0% (+15 shield damage). Clean hit angle changed from 75° to 80°; late hit angle lowered from 75° to 25°. Clean hit KBG increased from 75 to 88; late hit knockback values changed from 52 BKB/75 KBG to 50 BKB/55 KBG. All hitboxes clang set to 0x0. Move duration shortened from 45 total frames (FAF: 46) to 38 frames (FAF: 39).

Desired result: faster than the grounded version, the reversed angles of the clean and late hits make Pound off-stage a deadly tool due to the very horizontal launch angle on the late hitboxes. On-stage, a late aerial Pound can lead into a tech chase situation.

-SpecialLw (Rest)
params:{0, 0, IASA?=1, 0, 230, 1}

AsynchronousTimer(1.000000)#frame 1
Hitbox_B738EABD(ID=0x0, Part=0x0, Bone=0xd, Damage=25.000000, Angle=0x2d, BKB=0x58, FKB=0x0, KBG=0x4d, Size=3.000000, X=0.000000, Y=0.000000, Z=0.000000, Effect=0xe, Trip=0x0, Hitlag=1.000000, SDI=1.000000, Clang=0x0, ?=0x0, SFXLevel=0x0, SFXType=0x2, Ground/Air=0x5, Direct/Indirect=0x3, 0x1, 0x2)
SynchronousTimer(2.000000)#frame 3
RemoveAllHitboxes()
End()
Changes: start-up reduced. Active hitbox frames reduced by 1; now hits 1-2. Damage increased to 25.0% up from 20.0%. Angle lowered to 45°. Knockback values changed from 100 BKB/66 KBG to 88 BKB/77 KBG. Hitbox size decreased from 3.4 to 3.0.

Desired effect: The 5.0% increase in damage more than makes up for decrease in base knockback when combined with the increased knockback growth. A smaller hitbox that is only active for the first two frames of the attack means more precision is required to land the hit.

I wanted to mainly focus on making Puff's good aerial game almost downright broken, so I gave her aerial attacks some pretty massive buffs (greatly improved auto-cancels being the most important) while keeping her ground game mostly the same (aside from start-up/cooldown changes) while adding a little more utility to her attacks. Most of her ground game serves to combo into her aerial game or into Rest in the way of more attacks being capable of setting up tech chase situations early. I didn't want to go the route of combo throws to buff her (like most characters have been, recently), so I worsened her grabs. At first I went in with the idea of nerfing her throws, but upon looking at the frame data for them I realized I couldn't really make them much worse, so I at least changed them to be able to kill at all without having to get opponents to over 200%.

As for specials, Rollout got nothing because it's such an un-redeemable attack that I didn't feel like any sort of buffs would help it unless I did something like "no charge required; always at full strength and speed, and ledge cancels", but that would be stupid (albeit pretty amazing), given all the other changes. Also didn't change Sing because, while being arguably the worst special in the game (Din's Fire notwithstanding), you can get a ton of mileage of off landing a single one and I'm not looking to break Jigglypuff, just to make her capable of one day taking a non-Melee national (although this is all theoretical stuff that will never happen and really only serves for daydreaming purposes and shaking an angry fist at Sakurai and his development team).
 
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