Jigglypuff

95 moves33 changed by HDR62 vanillainternal purin
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-6344°8 / 50-7516–0, 1, 2top
5-63Sakurai30 / 15-73top
vanilla‡
Jab
5-63Sakurai50 / 50-6515–0, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
5-71243°38 / 95-26540–0rot
8-20843°8 / 83-250head

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-1010Sakurai8 / 100-10725–0, 1, 2footl
hdr
Forward Tilt
7-1010Sakurai8 / 100-10725–0, 1, 2footl
hdr
Forward Tilt
7-1010Sakurai8 / 100-10725–0, 1, 2footl
hdr
Up Tilt
9-10996°40 / 120-9925–0, 1footr
11-13888°40 / 120-70, 1footr
hdr
Down Tilt
10-121020°50 / 75-131031–0, 1, 2footl

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
16-1916Sakurai10 / 110-231650–0, 1footl
20-2414Sakurai6 / 85-200, 1footl
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
16-191587°20 / 100-191646–0, 1head
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
14-161112°34 / 103-261449–0, 1top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr‡
Neutral Air
6-812Sakurai10 / 70-164691-3, 31–0, 1top
9-309Sakurai10 / 80-30, 1top
hdr
Forward Air
8-912Sakurai30 / 104-183691-3, 28–0footr
8-910Sakurai30 / 104-21toer
10-227Sakurai30 / 70-40, 1footr, toer
hdr◆‡
Back Air
11-131246°10 / 100-21131101-3, 27–0, 1top
hdr‡
Up Air
9-141285°30 / 100-194091-3, 31–0shoulderl
9-171285°30 / 100-11, 2shoulderl
15-171285°30 / 100-10shoulderl
hdr
Down Air
7-28 (every 3)1.5145°10 / 100-10753121, 42–0top
7-28 (every 3)1.5280°30 fixed-101top
31-32255°45 / 140-90, 1top

Special Attacks

21 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr◆
Neutral Special
no hitboxes–55––
vanilla•
Neutral Special
no hitboxes––––
SpecialNHoldMax vanilla•
Neutral Special
no hitboxes––––
vanilla
Neutral Special
1-60730°60 / 60-54161–0top
vanilla•
Neutral Special
no hitboxes–61––
vanilla
Neutral Special
no hitboxes–32––
vanilla•
Neutral Special
no hitboxes–6120–
hdr◆•
Neutral Special
no hitboxes–5520–
vanilla•
Neutral Special
no hitboxes––20–
SpecialAirNHoldMax vanilla•
Neutral Special
no hitboxes––20–
vanilla•
Neutral Special
1-601030°60 / 60-13161200top
vanilla•
Neutral Special
no hitboxes–6120–
vanilla•
Neutral Special
no hitboxes–3220–
hdr
Side Special
13-281175°52 / 75-181340–0, 1top
hdr
Side Special
13-281175°52 / 75-181340–0, 1top
vanilla
Up Special
27-360Sakurai0 / 40–27150–0bust
27-360Sakurai0 / 30–1bust
61-700Sakurai0 / 40–0bust
61-700Sakurai0 / 30–1bust
100-1150Sakurai0 / 40–0bust
100-1150Sakurai0 / 30–1bust
vanilla
Up Special
27-360Sakurai0 / 40–27150–0bust
27-360Sakurai0 / 30–1bust
61-700Sakurai0 / 40–0bust
61-700Sakurai0 / 30–1bust
100-1150Sakurai0 / 40–0bust
100-1150Sakurai0 / 30–1bust
hdr
Down Special
125Sakurai106 / 66-1931210–0bust
hdr
Down Special
125Sakurai106 / 66-1931210–0bust
hdr
Down Special
125Sakurai106 / 66-1931210–0bust
hdr
Down Special
125Sakurai106 / 66-1931210–0bust

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
7-8––– / –––31–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
1-21.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––40–0grab
hdr
Pivot Grab
10-11––– / –––35–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1545°103 / 30–1236240–
1-93Sakurai40 / 100–0–
10-115Sakurai40 / 110–0bust
hdr
Back Throw
110135°90 / 40–2650240–
1-493Sakurai40 / 100–0–
hdr‡
Up Throw
1890°115 / 20–936270–
1-353Sakurai40 / 100–0–
hdr
Down Throw
1672°80 / 40–6285230–
1-593Sakurai40 / 30–0–
60-61635°10 / 130–0top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–6410–
hdr•
Air Dodge
intangible 4–26–6410–
vanilla
Ledge Attack
21-23845°90 / 20-282156–0top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
20-21748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-281650–0top
20-21748°80 / 48-240top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–33––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
vanilla‡
DownSpot
no hitboxes–30––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–37––
DownBackD vanilla
Get-Up Roll
no hitboxes–38––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–43––
PassiveStandB vanilla
Tech
no hitboxes–43––
PassiveWall vanilla•
Tech
no hitboxes–27––
PassiveWallJump vanilla•
Tech
no hitboxes–46––
vanilla
Tech
no hitboxes–26––
Pass vanilla•
Pass
no hitboxes–31––
vanilla
Ledge Grab
intangible 1–29–20––
vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–37––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
CliffJump1 vanilla•
Ledge Jump
no hitboxes–13––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–25––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
GuardOff vanilla
Shield
no hitboxes–12––

Attributes

Weight & Size

Weight
64
Jostle Weight
2.8
Shield Radius
9.8

Ground Movement

Walk Speed
0.735
Walk Accel (mul)
0.168
Walk Accel (add)
0.105
Initial Dash
1.45
Run Speed
1.271
Run Accel (mul)
0.065
Run Accel (add)
0.02
Traction
0.08

Jumps

Jumpsquat
5
Jump Initial Y
8.7076
Full Hop Height
19.79
Short Hop Height
9.146
Air Jump Height
19.79
Jump Count
6
Horizontal Jump Speed
1.35

Air Movement

Air Speed
1.34
Air Accel (add)
0.06
Air Accel (mul)
0.12
Air Friction
0.04
Gravity
0.064
Fall Speed
1.3

Landing Lag

Nair
9
Fair
9
Bair
10
Uair
9
Dair
12
Empty Landing
4
Heavy Landing
3

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (55 -> 52 frames).Back Air
  • HDR replaces the animation (16 -> 65 frames).Neutral Special (StartR), Neutral Special (Air, StartR)
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 2, Neutral Air, Back Air, Up Air, Grab, Up Throw, DownSpot
✕HDR removes this move’s hitboxes.
  • CliffEscape
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Neutral Special (Turn), Neutral Special (Air, HitEnd), Neutral Special (Air, Turn), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.Neutral Special (Hold), Neutral Special (HoldMax), Neutral Special (Air, Hold), Neutral Special (Air, HoldMax), CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Landing lag is 20 frames, from `param_special_n.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Neutral Special (Air, HitEnd), Neutral Special (Air, StartR), Neutral Special (Air, Hold), Neutral Special (Air, HoldMax), Neutral Special (Air), Neutral Special (Air, Turn), Neutral Special (Air, EndR)
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.