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Jigglypuff Hitbox and Frame data (NSF56k)

Discussion in 'Jigglypuff' started by Massive, May 10, 2011.

  1. Massive

    Massive
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    Smash Champion

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    'Sup fellow Jigglypuffians.
    Here's pretty much every bit of Jigglypuff's frame data, much of it with illustrations.
    Raw image data courtesy of Stratocaster.
    Numerical data courtesy of SuperDoodleMan.
    Animation/Labor/Thread courtesy of me.

    All numbers are in frames.

    Mods please feel free to edit/sticky this thread.
    Also PM me if something is horribly awry, and I will do my best to fix it.

    Jab 1
    [​IMG]
    Total: 17
    IASA: 16
    Hit: 5-6
    Window of the second punch: 3-25
    Second punch starts: 8


    Jab 2
    [​IMG]
    Total: 20
    IASA: 17
    Hit: 6-7


    F Tilt
    Mid
    [​IMG]
    High
    [​IMG]
    Low
    [​IMG]
    Total: 27
    Hit: 6-9


    D Tilt
    [​IMG]
    Total: 39
    IASA: 30
    Hit: 10-12


    U Tilt
    [​IMG]
    Total: 23
    Hit: 8-14


    Dash Attack
    [​IMG]
    Total: 39
    Hit: 4-14
    IASA: 39


    F Smash
    [​IMG]
    Total: 44
    Hit: 12-20
    Charge frame: 4


    U Smash
    [​IMG]
    Total: 54
    Hit: 7-10
    Charge Frame: 5
    IASA: 45
    Earliest Hit OoS: 8


    D Smash
    [​IMG]
    Total: 54
    Hit: 9-10
    Legs invincible: 9-10
    Charge frame: 5
    IASA: 48


    N-Air
    [​IMG]
    Total: 49
    Hit: 6-28
    Auto cancel: <5, >29
    Landlag: 20
    Lcanceled: 10
    Earliest Hit OoS: 11


    U-Air
    [​IMG]
    Total: 39
    Hit: 9-12
    IASA: 38
    Auto cancel: <8, >37
    Landlag: 20
    Lcanceled: 10
    Earliest Hit OoS: 14


    B-Air
    [​IMG]
    Total: 39
    Hit: 9-12
    IASA: 31
    Auto cancel: <8, >25
    Landlag: 20
    Lcanceled: 10
    Earliest Hit OoS: 14


    D-air
    [​IMG]
    Total: 49
    Hit: 5-6, 8-9, 11-12, 14-15, 17-18,
    20-21, 23-24, 26-27
    Auto cancel: <4, >39
    Landlag: 30
    Lcanceled: 15
    Earliest Hit OoS: 10


    F-Air
    [​IMG]
    Total: 39
    Hit: 7-22
    IASA: 35
    Auto cancel: <6, >34
    Landlag: 20
    Lcanceled: 10
    Earliest Hit OoS: 12


    Air Dodge
    [​IMG]
    invulnerable 4-29 out of 49

    Ground Dodge
    [​IMG]
    invulnerable 2-15 out of 27

    Roll
    Forward
    [​IMG]
    Invulnerable 2-18 of 34

    Back
    [​IMG]
    Invulnerable 4-19 out of 34

    Grab
    [​IMG]
    Total: 30
    Grab: 7-8
    Earliest OoS: 7


    Dash Grab
    [​IMG]
    Total: 40
    Grab: 11-12


    Rollout
    [​IMG]
    Charging starts: 16
    Hit animation: 1-106 (whenever you hit the ground)
    Maximum charge at 45 frames.

    While turning, Jigglypuff takes no damage for 27 frames.


    Rest
    [​IMG] [​IMG]
    Total: 249
    Hit: 1
    Invincible: 1-26
    Earliest Hit OoS: 6


    Pound
    [​IMG]
    Total: 45
    Hit: 12-27
    When to aim: 12
    Earliest FF: 42


    Sing
    [​IMG]
    Total: 179
    Hit: 28-35, 69-76, 113-125
    Jigglypuff's hitbox changes size completely depending on when it's singing.
    Sing has no left/right animation and therefore can grab the ledge from any orientation.

    Other cool info I don't have gifs for

    Ledge Stand <100%

    Total: 33
    Invincible: 1-30


    Ledge Stand >100%

    Total: 59
    Invincible: 1-55


    Ledge Roll <100%

    Total: 49
    Invincible: 1-28


    Ledge Roll >100%

    Total: 79
    Invincible: 1-53


    Ledge Attack <100%

    Total: 55
    Invulnerable: 1-15
    Hit: 19-23


    Ledge Attack >100%

    Total: 69
    Invulnerable: 1-39
    Hit: 43-59


    Ledge Jump <100%

    Total: 38
    Invulnerable: 1-14
    Earliest FF: 45


    Ledge Jump >100%

    Total: 47
    Invincible: 1-17
    Earliest FF: 48


    Jump: Airborne on frame 6

    Air time: 51
    Earliest FF: 27
    FF air time: 39

    SH air time: 33
    Earliest FF: 19
    SH FF air time: 23

    Midair jumps are at least 28 frames
    apart i.e. if you press and hold Y on
    frame 1, you will do another jump on
    frame 29.

    To cancel the midair jump turnaround,
    perform an attack within 1-4 frames
    after jumping.

    Holding up while airborne will meteor cancel, but only if
    a midair jump has already been preformed.

    Earliest fastfalls for midair jumps

    2nd jump: 27
    3rd jump: 26
    4th jump: 24
    5th jump: 21

    Landing Stun: 4 frames

    Dash becomes run at frame 13
    Turn-jump Threshold: 17
    Run turnaround: 26
     
    #1 Massive, May 10, 2011
    Last edited: Jun 11, 2015
    Drevis2, SBMTY/Rulax, Calvi and 2 others like this.
  2. Smasher89

    Smasher89
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    Nice info
    Anything on meteor cancels? Jumping through CFs stomp feels matchupbreaking (when combined with a few other strategies) if it works.
     
  3. Massive

    Massive
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    Edit: I misread what you said and wrote something up about OoS and intercepting a dair with a rest. I read it again and realized that I don't really have any info for meteor cancels, ask magus maybe?
     
  4. KirbyKaze

    KirbyKaze
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    dat f-tilt
     
  5. standardtoaster

    standardtoaster
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    Tubacabra

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    The Meteor Cancel window in Melee is 8 frames.
     
  6. Massive

    Massive
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    That's interesting, Captain Falcon's stomp lasts 4 frames with the animation becoming interruptable 18 frames later. Assuming you pull off the meteor cancel at worst you would have around 10 frames to get inside of his hitbox and pop off a rest before he could do anything else.

    Keep in mind however, that there are 3 hitboxes on the stomp (data here for interested parties) and while the bottom 2 are meteors, nearly the entire top third of his body is a spike (reference).
    If you get hit by the spike, you obviously can't meteor cancel and are effectively left at his mercy.

    Looks like the Jigglypuff metagame is about to get even more ballsy.
     
  7. Smasher89

    Smasher89
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    Hmm, and Puff is easy to meteor cancel with by just holding up on the control stick. Do the jump before need to be timed or might this be possible to abuse by just holding the stick up(rest on "reaction") when expecting a platformstomp?
     
  8. Magus420

    Magus420
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    Jab 1 and 2 can be IASA 16/17 respectively with anything except shield. D-tilt can be IASA 30 with anything except shield. Forward roll is inv 2-18. Back roll is inv 4-19.

    Holding up will only auto MC if you've used at least one mid-air jump.
     
  9. Massive

    Massive
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    Updated, thank you Magus.
     
  10. ♡ⓛⓞⓥⓔ♡

    ♡ⓛⓞⓥⓔ♡
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    Anti-Illuminati

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    [​IMG]


    Here's a snapshot from the rest gif so you can actually see the hitbox
     
  11. -LzR-

    -LzR-
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    Thanks for that :)
     
  12. Republican0fHeaven

    Republican0fHeaven
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    I didn't read the posts in this thread the first time through, just checked out the data... good stuff

    So basically trying to rest from an auto MC on falcon's stomp isn't very practical because you need to have jumped at least twice beforehand? (mid-air jump)
     
  13. King5280

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    is there a hitbox animation anywhere for an aerial pound? i'm curious what exactly the boxes on it look like. also i like how on her dash grab there is a back grab box lol.
    edit: nvm about pound. http://www.smashboards.com/showthread.php?t=95931
     
  14. Viceversa96

    Viceversa96
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    That B-air is ridiculous lol
     
  15. Ridel

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    Rest is one frame DEATH!
     
  16. 210stuna

    210stuna
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    All hail the glorious back air!
     
  17. Poopmaster

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    Wow l wasn't even aware Rest had invincibility frames, good stuff!
     
  18. knoxvader

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    So, this says less than 5 and greater than 29 is when one could autocancel, yes? Just making sure I'm understanding this right. Nair would have the first 4 frames and the last 20 to cancel, which is 24 out of the 49 total... right?
     
  19. Fortune

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    that's correct.
     
  20. knoxvader

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    Thanks much, good fellow.
     
  21. skrilla gorilla

    skrilla gorilla
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    [​IMG] according to the hitboxes this is what jigglypuff should look like
     
  22. the wizard howl

    the wizard howl
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    what's the data on crouch (transitioning to and from)?
     
  23. LLLLegion

    LLLLegion
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    Thanks really helped
     
  24. Kadano

    Kadano
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    Magical Express

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    Jigglypuff’s ledgedash (9 galint) inputs:

     
    #24 Kadano, Nov 21, 2014
    Last edited: Nov 21, 2014
  25. VGC Monado Boy

    VGC Monado Boy
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    I Want to know the whole moveset and mechanics about jigglypuff i want to make jiggly my main so this really help thank you
     
  26. T0RN

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    Help with pulling off rests?
     
  27. Asgard

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    Practice practice practice. HItting rest is hard at first, but it get's easier.
    It doesn't get easy, but it get's easier.
    If you haven't already, check out the Puff Social / Disc. thread.
     
    T0RN likes this.
  28. _DarkLava

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    I didn't know that Jigglypuff's rest came out on frame 1. Good to know.
     
  29. Maniclysane

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    How much do we know about that small window that Puff can crouch under spacie grabs?
     
  30. tough9870

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    What's IASA?
     
  31. Massive

    Massive
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    Interruptible As Soon As - IASA frames are frames in which you can input any action and it will cancel the current one.

    So, for example, if you down tilt, you can start another action on frame 30 before the down tilt animation ends completely on frame 39.
     
  32. tough9870

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    Oh cool. Well, the more you know.
     
  33. LonerCrisis

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    Don't blink you'll miss that frame for rest.
     
  34. Facading

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    Does anyone know what frame the grab box on rollout comes out on?
     
  35. TheLobsterCopter5000

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    got any for smash wii u?
     
  36. Zero Soul

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