Hello, I've started to play Jigglypuff more seriously, so I'd like to start out with some questions I have:
I had more questions that I searched this forum for (frame data or other statistical information on Jigglypuff), but not finding what I was looking for (though Jigglypuff 101 helped), I investigated myself with AR and put this together, for at least my own reference. I'm certain a few other people are familiar with this information, but since it was something that I wanted to know, hopefully it helps or informs other people as well:
- What frame(s) does down-B hit on? In action replay, I don't even see a hitbox O.o -- but I believe it starts on the first frame, but how long does the hitbox last? And does anyone know specifically how long a hitbox gets extended when it hits something? I would assume it's the hitlag time, but I don't know what that is for rest.
- What causes someone to flip while performing a dair on them, and thus makes them vulnerable to a dair-rest combo?
- I understand the usefulness of nair-resting (especially a reverse-nair) from King's guide, but how useful are low-% fair rests?
I had more questions that I searched this forum for (frame data or other statistical information on Jigglypuff), but not finding what I was looking for (though Jigglypuff 101 helped), I investigated myself with AR and put this together, for at least my own reference. I'm certain a few other people are familiar with this information, but since it was something that I wanted to know, hopefully it helps or informs other people as well:
- nair lasts 49 frames, with the attack hitbox on frames 6 thru 28 (23 frame hitbox duration)
- fair lasts 39 frames, with the attack hitbox on frames 7 thru 22 (16 frame hitbox duration)
- bair lasts 39 frames, with the attack hitbox on frames 9 thru 12 (4 frame hitbox duration) - IASA frame 31
- dair lasts 49 frames, with the attack hitbox on frames 5 thru 27 (every 3rd frame has no attack hitbox however, but the hitboxes span a 23 frame period)
- uair lasts 37 frames, with the attack hitbox on frames 9 thru 12 (4 frame hitbox duration)
- dsmash lasts 54 frames, with the attack hitbox on frames 9 thru 10 (2 frame duration, during which her feet are invulnerable)
- fsmash lasts 44 frames, with the attack hitbox on frames 12 thru 20 (9 frame duration)
- usmash lasts 54 frames, with the attack hitbox on frames 7 thru 10 (4 frame duration)
- down-B lasts 249 frames, with invulnerability during frames 1 thru 26
- neutral-B - to get the strong rollout, you need to hold B for at least 34 frames (2 frames before the 2nd "squeak" from spinning)
- up-B lasts 179 frames, 'hits' during frames 28-35 (7 duration), 69-76 (7 duration), and 113-125 (13 duration) - hitbox gets larger each time
- forward B-lasts 45 frames, with the attack hitbox on frames 12 thru 27 (16 frame duration) - and to perform the rising pound, don't try side-B'ing at a high angle, since that doesn't help you and can only lead to unwanted lullabies. Instead, hold up or down as soon as you start the move to drift in that direction.
- You only turn around from a midair if you are holding the opposite direction on the first frame of the jump (the same frame you input X or Y). You can avoid turning around if you perform an aerial within 4 frames of jumping.
- Jigglypuff's dash lasts 23 frames.