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Jigglypuff Frame Data
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08/08/2012, 11:36 PM
(This post was last modified: 08/11/2012 06:02 PM by And.)
Post: #1
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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: Tilts Spoiler: Smash Attacks Spoiler: Aerials Spoiler: Specials Spoiler: Grabs Spoiler: From Ledge Spoiler: Dodges Spoiler: |
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08/09/2012, 12:48 AM
Post: #2
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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
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Good post. I've never actually seen frame data for Jiggz before.
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08/09/2012, 01:57 AM
Post: #4
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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
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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
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"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
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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
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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
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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
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Bigglypuff, they call her in vBrawl.
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08/11/2012, 06:08 AM
Post: #11
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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
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(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.
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08/11/2012, 01:34 PM
Post: #13
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(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
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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
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(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.
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08/13/2012, 03:09 AM
Post: #16
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(08/11/2012 12:44 PM)And Wrote: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(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. |
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08/16/2012, 07:41 PM
Post: #17
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I mean, aren't they still accurate proportionately?
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08/16/2012, 09:15 PM
Post: #18
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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
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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
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(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. ![]() ![]() ![]() ![]() ![]() ![]() 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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