Jigglypuff Hitbox and Frame data (NSF56k)

Massive

Smash Champion
Joined
Aug 11, 2006
Messages
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Location
Kansas City, MO
#1
'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

Total: 17
IASA: 16
Hit: 5-6
Window of the second punch: 3-25
Second punch starts: 8


Jab 2

Total: 20
IASA: 17
Hit: 6-7


F Tilt
Mid

High

Low

Total: 27
Hit: 6-9


D Tilt

Total: 39
IASA: 30
Hit: 10-12


U Tilt

Total: 23
Hit: 8-14


Dash Attack

Total: 39
Hit: 4-14
IASA: 39


F Smash

Total: 44
Hit: 12-20
Charge frame: 4


U Smash

Total: 54
Hit: 7-10
Charge Frame: 5
IASA: 45
Earliest Hit OoS: 8


D Smash

Total: 54
Hit: 9-10
Legs invincible: 9-10
Charge frame: 5
IASA: 48


N-Air

Total: 49
Hit: 6-28
Auto cancel: <5, >29
Landlag: 20
Lcanceled: 10
Earliest Hit OoS: 11


U-Air

Total: 39
Hit: 9-12
IASA: 38
Auto cancel: <8, >37
Landlag: 20
Lcanceled: 10
Earliest Hit OoS: 14


B-Air

Total: 39
Hit: 9-12
IASA: 31
Auto cancel: <8, >25
Landlag: 20
Lcanceled: 10
Earliest Hit OoS: 14


D-air

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

Total: 39
Hit: 7-22
IASA: 35
Auto cancel: <6, >34
Landlag: 20
Lcanceled: 10
Earliest Hit OoS: 12


Air Dodge

invulnerable 4-29 out of 49

Ground Dodge

invulnerable 2-15 out of 27

Roll
Forward

Invulnerable 2-18 of 34

Back

Invulnerable 4-19 out of 34

Grab

Total: 30
Grab: 7-8
Earliest OoS: 7


Dash Grab

Total: 40
Grab: 11-12


Rollout

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

Total: 249
Hit: 1
Invincible: 1-26
Earliest Hit OoS: 6


Pound

Total: 45
Hit: 12-27
When to aim: 12
Earliest FF: 42


Sing

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
 
Last edited:

Smasher89

Smash Lord
Joined
Nov 4, 2005
Messages
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Location
Sweden
#2
Nice info
Anything on meteor cancels? Jumping through CFs stomp feels matchupbreaking (when combined with a few other strategies) if it works.
 

Massive

Smash Champion
Joined
Aug 11, 2006
Messages
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Location
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#3
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?
 

Massive

Smash Champion
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Messages
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Location
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#6
The Meteor Cancel window in Melee is 8 frames.
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.
 

Smasher89

Smash Lord
Joined
Nov 4, 2005
Messages
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Location
Sweden
#7
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?
 

Magus420

Smash Master
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Close to Trenton, NJ Posts: 4,071
#8
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.
 
Joined
Aug 24, 2010
Messages
776
Location
Lebanon, NH
#12
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)
 

knoxvader

Smash Cadet
Joined
Jun 13, 2013
Messages
48
Location
Minnesota
#18
Auto cancel: <5, >29
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?
 

Buda

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komfyking
#27
Help with pulling off rests?
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.
 

Massive

Smash Champion
Joined
Aug 11, 2006
Messages
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Location
Kansas City, MO
#31
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.
 
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