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Data Jigglypuff Frame Data [3.6β]

AuraMaudeGone

Smash Ace
Joined
Oct 19, 2011
Messages
747
Location
New Jersey
Table of Contents
1 Intro
1.1 Glossary [GLS]​
2 Frame Data
2.1 Normals [NRM]
2.2 Specials [SPC]
2.3 Grabs [GRB]
2.4 Ledge Attacks [LDG]
2.5 Miscellaneous [MSC]​
3 References & Resources [RFR]

Glossary [GLS]
Hit Stun - This refers to the amount of time of frames it takes you to recover after being hit by a certain attack. This, combined with recovery time, is what determines whether or not an attacker will have enough frame advantage after an attack to execute a link. Hit stun is calculated in Smash Bros. as: FLOOR[(0.4)*Knockback]

Block Stun - the term block stun is used to refer to three different things: The first and most rare is to refer to the delay after a player ceases to press the shield button before the player can move again. The second is the delay before a player can perform another move after successfully blocking a move. The third is the delay before a player can perform another move if the opponent blocked his move. This is calculated in Smash Bros. as: FLOOR((damage + 4.45)/2.235)

Knockback - the measure of how far an attack sends its target. In this table it's displayed as Base Knock Back / Knockback Growth or Base KB/ Weight KB/ KB Growth. Base knockback is the minimum amount of knockback the attack can deliver (in normal circumstances), and knockback growth is a factor that controls how much the knockback increases as damage increases.
*Values in brackets denote different values present in multiple hit bubbles.

Angle - Direction in which the player is sent from an attack or throw. A 365° angle is the Auto Link Angle and will send the opponent in the same direction as the player. A 361° angle is the Sakurai Angle and will send all aerial opponents 45°. Any angle between 260° and 280° is classified as a meteor. Any angle above 361° is classified as a spike, with the exception of the Auto Link Angle

Startup - the time or frames it takes for a character to enter a state in which the attack actually hits after leaving its neutral state. The shorter the time, the better.

Active - the amount of frames that actively hits the opponent

Recovery - the amount of frames that must pass after active frames when returning to your neutral position.

IASA - or Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished.

Frame Advantage - A move which allows the player to recover before his opponent leaves either hit stun on hit or block stun on block is considered to have frame advantage in those areas. Moves that enjoy frame advantage on hit are often used in links to perform combos, while moves that enjoy frame advantage on block are often used as pokes.
On Block = Block Stun-(Active+Recovery)
On Block (Air) = Block Stun-(Landing Recovery)
On Hit = Hit Stun -(Active+Recovery)
*All values are based on the target's damage percent being 0%.

Normals [NRM]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
DoubleSlap|Jab|3|6|4|8/50|44|4|2|12|16|-9|-7
|Jab2|3|9|4|16/50|361|3|2|14|15|-11|-6
Rolling Kick|F-Tilt|10|13|6|8/100|361|5|4|19|28|-16|-9
Back Kick|U-Tilt|[9,8]|27|[6,5]|40/120|96/88|7|7|10|---|[-10,-11]|11
Trip|D-Tilt|10|18|6|40/30|20|9|3|28|30|-24|-12
Jiggly Ram|Dash Attack|[12,8]|[18,12]|[7,5]|[16/8]/100|361|3|11|26|39|[-29,-31]|[-18,-24]
Lunge Kick|F-Smash|[17,13]|[24,16]|[8,7]|[10/118,6/105]|361|9|9|28|42|[-28,-29]|[-12,-20]
Headbutt|U-Smash|[14,15]|[23,24]|[7,8]|20/110|90|2|4|45|41|[-41,-40]|[-25,-24]
Jiggly Split|D-Smash|12|21|7|34/66|360|8|2|41|44|-35|-21
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|Landing Recovery|IASA|Auto-Cancel|On Block
Jigglypuff Kick|N-Air|[12,9]|[12,11]|[7,6]|[10/70,10/80]|361|5|23|22|20/10/4|50|<5,>28|[-13/-3/3]~[-14/-4/2]
Drop Kick|F-Air|[12,10,7]|[16,14,10]|[7,6,5]|[10/100,10/80]|361|6|16|18|20/10/4|35|<6,>33|[-13/-3/3]~[-15/-5/1]
Spinning Back Kick|B-Air|12|16|7|10/100|361|8|4|28|20/10/4|31|<8,>24|-13/-3/3
Mow Down|U-Air|12|24|7|30/100|90|8|4|28|20/10/4|38|<8,>36|-13/-3/3
Spinning Kick|D-Air|2*8|[14,10]|[8,3]|[20,10]/100|270,30|4|2[1]2[1]2[1]2[1]2[1]2[1]2[1]2|23|28/14/4|---|<4,>38|[-20/-6/4]~[-25/-11/-1]
*Trip - Can't guard during this IASA
*Spinning Kick - Hitlag Multiplier 0.9x, SDI Multiplier 0.8x


Specials [SPC]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Rollout**|Neutral-B|10~18|24|6|30/120|20|16|60|32|---|-85|-67
Pound|Side-B|13(+20)|30|7|52/75|[90,120]|11|16|19|---|-27|-4
Sing|Up-B|---|---|---|---|---|28|5[40]5[44]13|45|---|---|---
Rest|Down-B|28|74|12|78/120|361|---|1|249|---|-237|---
*Values separated by comma (,) denotes multiple hits, while data in brackets [n] denote one hit, multiple hit bubbles with different attributes (outside of the active hit box column)
*Rollout - Can't say I displayed this data well. Would like some input on what represents Rollout better.
*Rest - Hitlag Multiplier 1.5x.


Grab & Throws [GRB]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|OnHit
Puff Grab|Z|---|---|---|---|---|6|2|23|---|---|---
Dash Grab||---|---|---|---|---|9|2|29|---|---|---
Pivot Grab||---|---|---|---|---|9|2|25|---|---|---
Slap|Pummel|3|15|---|0/30/100|361|9|2|29|---|---|---
Bumper|F-Throw|7(+1)|32|---|40/110|361|10|1|25|---|---|---
Back Buster|B-Throw|10|39|---|90/25|45|25|1|23|---|---|---
Puff Launch|U-Throw|11|53|---|130/25|90|8|1|33|---|---|---
Grinder|D-Throw|[1,3],[2,3]|42|---|[0/25/100,10/100],[100/45,40/100]|40,[80,45]|9|53|23|---|---|---

Wake Up & Ledge Attacks [LDG]
Move Name|Nickname|Damage|Hit Stun|Blockstun|Knockback|Angle|Startup|Active|Recovery|IASA|On Block|On Hit
Spinning Kick|F-Floor Attack|[8,6](+1),[8,6](+1)|[36,35]|5|80/50|361|19|2[3]2|24|---|-20|[11,10]
Double Kick|B-Floor Attack|[8,6](+1),[8,6](+1)|[36,35]|5|80/50|361|19|2[6]2|21|---|-17|[11,10]
Breakdance|Trip|5(+1),3(+1)|34|4|80/50|361|19|2[5]2|22|---|-19|11
Slow Spin|<100%|7(+1)|31|5|70/50|361|20|25|31|---|-50|-24
Flip Kick|>100%|8(+1)|32|5|70/50|361|42|7|21|---|-22|5

Miscellaneous [MSC]
Move Name|Intangible|Recovery|IASA
Ledge Climb|30|5|---
Ledge Climb Slow|55|5|---
Ledge Roll|28|22|---
Ledge Roll Slow|53|27|---
Ledge Jump|16|25|---
Ledge Jump Slow|19|31|---
Trip|6|24(+22)|---
Ground Trip|6|34(+22)|---
Turning Trip|7|29(+22)|---
Dashing Trip|8|39(+22)|---
Trip Roll|10|20|---
*The added (+22) frames is the animation of you getting up from being tripped

Move Name|Startup|Intangible|Recovery|IASA
Spot Dodge|1|14|13|28
Air Dodge|3|26|21|---
Forward Roll|1|18|16|33
Back Roll|3|16|16|33
Shield|8|---|14|---

References & Resources [RFR]
Table Editor
Glossary of Fighting Games
SSBWiki
Japanese Smash Calculator
Project Smash Attacks
Brawl Box
 
Last edited:

ShadowKing

Smash Ace
Joined
Jun 1, 2015
Messages
676
Location
Germany
NNID
TheShadowKing24
3DS FC
4785-7167-2769
Her rest has more hit stun and can easier hit your target with
 
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