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Jigglypuff Frame Data
08/08/2012, 11:36 PM (This post was last modified: 08/11/2012 06:02 PM by And.)
Post: #1
No one else has yet, and I just got brawlbox on my computer, so here it is.

All gifs are at 5 frames per second, unless otherwise indicated.
Let me know if you find any mistakes anywhere, and I'll fix them as soon as I can. I'll also try to update these as new releases change things.

Ledge options(>100%) will be coming soon.

Dash Attack and Jabs
Spoiler:
Dash Attack
[Image: DashAttack.gif]
40 frames
1-4 startup
5-9 hit (damage 12, knockback 16, knockback growth 100)
10-15 hit (damage 8, knockback 8, knockback growth 100)
16-40 endlag

Jab 1
[Image: Jab1.gif]
18 frames
1-4 startup
5-6 hit (damage 03, knockback 08, knockback growth 50)
IASA: frame 16

Jab 2
[Image: Jab2.gif]
20 frames
1-4 startup
5-6 hit (damage 3, knockback 16, knockback growth 50)
IASA: frame 15

Tilts
Spoiler:
Side Tilt
[Image: FtiltNeutral.gif]
28 frames
1-5 startup
6-9 hit (damage 10, knockback 8, knockback growth 100)
High and Low variants:
[Image: FtiltHigh.gif] [Image: FtilitLow.gif]

Up Tilt
[Image: Utilt.gif]
24 frames
1-7 startup
8-9 hit (damage 9, knockback 40, knockback growth 120)
10-14 hit (damage 8, knockback 40, knockback growth 120)

Down Tilt
[Image: Dtilt.gif]
40 frames
1-9 startup
10-12 hit (damage 10, knockback 40, knockback growth 30)
IASA: frame 30

Smash Attacks
Spoiler:
Side Smash
[Image: Fsmash.gif]
46 frames
1-11 startup
12-15 hit (damage 17, knockback 10, knockback growth 118)
16-20 hit (damage 13, knockback 6, knockback growth 105)
IASA: frame 45

Up Smash
[Image: Usmash.gif]
56 frames
1-7 startup
8-11 hit (damage 14/15, knockback 20, knockback growth 110)
IASA: frame 46

Down Smash
[Image: Dsmash.gif]
56 frames
1-9 startup
10-11 hit (damage 12, knockback 34, knockback growth 66)
IASA: frame 49

Aerials
Spoiler:
Neutral Air
[Image: Nair.gif]
50 frames
1-5 startup
6-7 hit (damage 12, knockback 10, knockback growth 70)
8-28 hit (damage 9, knockback 10, knockback growth 80)

Forward Air
[Image: Fair.gif]
40 frames
1-6 startup
7-8 hit (damage 12(toe)10(body), knockback 10, knockback growth 100)
9-22 hit (damage 7, knockback 10, knockback growth 80)
IASA: frame 35

Back Air
[Image: Bair.gif]
40 frames
1-8 startup
9-12 hit (damage 12, knockback 10, knockback growth 100)
IASA: frame 31

Up Air
[Image: Uair.gif]
40 frames
1-8 startup
9-12 hit (damage 12, knockback 30, knockback growth 100)
IASA: frame 38

Down Air
[Image: Dair.gif]
50 frames
1-4 startup
Next two frames hit (damage 2, knockback 20(down)10(up), knockback growth 100)
Next one frame does not hit
Repeat 7 more times
hitting frames 5-6, 8-9, 11-12, 14-15, 17-18, 20-21, 23-24, 26-27
missing frames 7, 10, 13, 16, 19, 22, 25, 28-end

Specials
Spoiler:
Rollout
Still trying to figure out exactly how this one works, but what I do know...
Hit (damage 10, knockback 30, knockback growth 120)
Grounded Hitboxes
[Image: NspecialRollout.gif]
Aerial Hitbox
[Image: aerialrollouthitbox.jpg]

Rest
(not quite full speed)
[Image: DspecialRest.gif]
(slowdown of intangible frames, 4 frames per second)
[Image: DspecialRestIntangibility.gif]
(first frame)
[Image: RestHitbox.jpg]
250 frames
1 hit (damage 28, knockback 78, knockback growth 120)
1-26 intangible

Pound
[Image: FspecialPound.gif]
46 frames
1-11 startup
12-27 hit (damage 13, knockback 52, knockback growth 75)

Sing
Unfortunately, I can't figure out how to properly display the hitboxes on this one. The most I can tell you is that it lasts 180 frames. It is PROBABLY pretty similar to the hitboxes in melee, which can be seen here.

Grabs
Spoiler:
Grab
[Image: Grab.gif]
31 frames
1-6 startup
7-8 hit

Dash Grab
[Image: DashGrab.gif]
40 frames
1-9 startup
10-11 hit

Pivot Grab
[Image: PivotGrab.gif]
36 frames
1-9 startup
10-11 hit

Pummel
[Image: Pummel.gif]
30 frames
1-9 startup
10-11 hit (damage 3)

From Ledge
Spoiler:
Stand from Ledge (<100%)
[Image: LedgeStandQuick.gif]
35 frames
1-31 intangible
36 opponents can grab ledge

Attack from Ledge (<100%)
[Image: LedgeAttackQuick.gif]
56 frames
1-19 intangible
21-25 hit (damage 6, knockback 0, knockback growth 100)
43 opponents can grab ledge

Jump from Ledge (<100%)
[Image: LedgeJumpQuick1.gif] [Image: LedgeJumpQuick2.gif]
41 frames
1-16 intangible
17 opponents can grab ledge (this is an assumption, based on how this was split up in brawlbox)

Roll from Ledge (<100%)
[Image: LedgeRollQuick.gif]
50 frames
1-32 intangible
41 opponents can grab ledge

Dodges
Spoiler:
Spot Dodge
[Image: Spotdodge.gif]
28 frames
1 startup
2-15 intangible

Air Dodge
[Image: Airdodge.gif]
50 frames
1-3 startup
4-29 intangible

Forward Roll
[Image: Rollforward.gif]
35 frames
1-2 startup
3-19 intangible
IASA: frame 33

Backward Roll
[Image: Rollback.gif]
35 frames
1-3 startup
4-19 intangible
IASA: frame 33

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08/09/2012, 12:48 AM
Post: #2
Oh my god.
Not only is this the first post in the Jigglypuff subforum in two weeks, but you fucking put up an entire, virtually complete hitbox thread. That's amazing bro, keep up the good work.

Also, your name is awesome.
Also, first.

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08/09/2012, 01:02 AM
Post: #3
Good post. I've never actually seen frame data for Jiggz before.
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08/09/2012, 01:57 AM
Post: #4
Just want to say, Jigglypuff looks fucking hilarious in Bbox with those adorable hurtboxes.

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08/09/2012, 08:05 PM
Post: #5
Grabs and ledge stuff for under 100% is up now too. The most interesting thing I've discovered so far I think is that the hurtboxes on Puff's ears poke out of the front during rollout...

And does anyone know how to determine when during a ledge-move the opponent can catch the ledge?
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08/09/2012, 08:15 PM
Post: #6
"Bit-Variable RA-Bit[2] = True" is what determines if the opponent can grab the ledge or not (your Ledge Occupancy). e.g. Asynchronous timer of 32 -> Bit-Variable RA-Bit[2] = True, would mean that the opponent cannot grab the ledge during frames 1-32 but can grab the ledge from frames 33 and onward.
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08/09/2012, 11:49 PM
Post: #7
Did you make sure to resize TopN in each animation to be PM Jigglypuff's size (0.94)?
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08/10/2012, 02:11 AM
Post: #8
You guys shrunk jigglypuff in PM? Or was that her default size in brawl?

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08/10/2012, 02:43 AM
Post: #9
I think all Brawl default sizes are 1. PM Jigglypuff is 0.94.
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08/10/2012, 03:07 AM
Post: #10
Bigglypuff, they call her in vBrawl.

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08/11/2012, 06:08 AM
Post: #11
And, you must have gotten very bored this past week without us to play vidja games with.

But, yeah, solid post.

It's also disturbing seeing just how huge Jigglypuff's Bair extends. It's like, I knew it was that long in game, but it's different seeing it slowed down and seeing the grotesque stretch that foot/leg does.

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08/11/2012, 12:44 PM
Post: #12
(08/09/2012 11:49 PM)Monk Wrote:  Did you make sure to resize TopN in each animation to be PM Jigglypuff's size (0.94)?
Well, I have no idea what that is, so no.
I used the PM data for both the animations and the movesets though. Did I miss a step?

Oh, and thanks for that ledge occupancy info. I'll add that shortly.

Roooster: Yeah, I love that Bair. Big Grin
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08/11/2012, 01:34 PM
Post: #13
(08/11/2012 06:08 AM)Roooster Wrote:  It's also disturbing seeing just how huge Jigglypuff's Bair extends. It's like, I knew it was that long in game, but it's different seeing it slowed down and seeing the grotesque stretch that foot/leg does.

DK's is bigger.

Puff's bair is really not very disjointed at all. It just interpolates a lot due to her air speed and acceleration.

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08/11/2012, 02:14 PM
Post: #14
I'm not disgusted by how far it hits, it's how it looks when it stretches. DK's foot doesn't Laffy Taffy like Jigg's foot over here.

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08/13/2012, 02:49 AM
Post: #15
(08/11/2012 01:34 PM)Kink-Link5 Wrote:  
(08/11/2012 06:08 AM)Roooster Wrote:  It's also disturbing seeing just how huge Jigglypuff's Bair extends. It's like, I knew it was that long in game, but it's different seeing it slowed down and seeing the grotesque stretch that foot/leg does.

DK's is bigger.

Puff's bair is really not very disjointed at all. It just interpolates a lot due to her air speed and acceleration.

[Image: 4UNCr.png]
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08/13/2012, 03:09 AM
Post: #16
(08/11/2012 12:44 PM)And Wrote:  
(08/09/2012 11:49 PM)Monk Wrote:  Did you make sure to resize TopN in each animation to be PM Jigglypuff's size (0.94)?
Well, I have no idea what that is, so no.
I used the PM data for both the animations and the movesets though. Did I miss a step?

Oh, and thanks for that ledge occupancy info. I'll add that shortly.

Roooster: Yeah, I love that Bair. Big Grin
You'll need to redo all of your gifs then. Resize TopN to be th Size attribute (pm puff is 0.94) and then do the gifs
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08/16/2012, 07:41 PM
Post: #17
I mean, aren't they still accurate proportionately?
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08/16/2012, 09:15 PM
Post: #18
Hit boxes don't resize as a character is resized. So no. They aren't accurate proportionately. I think it'd be close since the size difference isn't very big, but still not the same ratio of Jiggs-to-hitbox

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08/16/2012, 09:52 PM
Post: #19
Oh, good to know.
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08/17/2012, 11:35 PM (This post was last modified: 08/17/2012 11:37 PM by Kink-Link5.)
Post: #20
(08/13/2012 02:49 AM)standardtoaster Wrote:  
(08/11/2012 01:34 PM)Kink-Link5 Wrote:  
(08/11/2012 06:08 AM)Roooster Wrote:  It's also disturbing seeing just how huge Jigglypuff's Bair extends. It's like, I knew it was that long in game, but it's different seeing it slowed down and seeing the grotesque stretch that foot/leg does.

DK's is bigger.

Puff's bair is really not very disjointed at all. It just interpolates a lot due to her air speed and acceleration.

[Image: 4UNCr.png]

[Image: nairzardnew.png]

[Image: bairjordan.png]

[Image: bairzard.png]

[Image: fairgame.png]

[Image: lucasfairdisjoint-1.gif]

[Image: bairchainarts-1.gif]


Jigglypuff is smaller so yes, the hitbox proportional to her whole size is large, but it is less disjointed from her overall than all of those, and several others.

Don't quote me on the DK one though. It was more disjointed in Melee, but I'm not sure how the hurtboxes translate in Project M.

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