Massive
Smash Champion
'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
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
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