Jigglypuff

95 moves33 changed by HDR62 vanillainternal purin
Notes ↓

Jabs

2 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
5-6344°8 / 50-75160, 1, 2top
5-63Sakurai30 / 15-73top
vanilla
Jab
5-63Sakurai50 / 50-65150, 1top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
5-71243°38 / 95-265400rot
8-20843°8 / 83-250head

Tilt Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Forward Tilt
7-1010Sakurai8 / 100-107250, 1, 2footl
hdr
Forward Tilt
7-1010Sakurai8 / 100-107250, 1, 2footl
hdr
Forward Tilt
7-1010Sakurai8 / 100-107250, 1, 2footl
hdr
Up Tilt
9-10996°40 / 120-99250, 1footr
11-13888°40 / 120-70, 1footr
hdr
Down Tilt
10-121020°50 / 75-1310310, 1, 2footl

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
16-1916Sakurai10 / 110-2316500, 1footl
20-2414Sakurai6 / 85-200, 1footl
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
16-191587°20 / 100-1916460, 1head
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
14-161112°34 / 103-2614490, 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 hitboxes55
vanilla
Neutral Special
no hitboxes
SpecialNHoldMax vanilla
Neutral Special
no hitboxes
vanilla
Neutral Special
1-60730°60 / 60-541610top
vanilla
Neutral Special
no hitboxes61
vanilla
Neutral Special
no hitboxes32
vanilla
Neutral Special
no hitboxes6120
hdr◆•
Neutral Special
no hitboxes5520
vanilla
Neutral Special
no hitboxes20
SpecialAirNHoldMax vanilla
Neutral Special
no hitboxes20
vanilla
Neutral Special
1-601030°60 / 60-13161200top
vanilla
Neutral Special
no hitboxes6120
vanilla
Neutral Special
no hitboxes3220
hdr
Side Special
13-281175°52 / 75-1813400, 1top
hdr
Side Special
13-281175°52 / 75-1813400, 1top
vanilla
Up Special
27-360Sakurai0 / 40271500bust
27-360Sakurai0 / 301bust
61-700Sakurai0 / 400bust
61-700Sakurai0 / 301bust
100-1150Sakurai0 / 400bust
100-1150Sakurai0 / 301bust
vanilla
Up Special
27-360Sakurai0 / 40271500bust
27-360Sakurai0 / 301bust
61-700Sakurai0 / 400bust
61-700Sakurai0 / 301bust
100-1150Sakurai0 / 400bust
100-1150Sakurai0 / 301bust
hdr
Down Special
125Sakurai106 / 66-19312100bust
hdr
Down Special
125Sakurai106 / 66-19312100bust
hdr
Down Special
125Sakurai106 / 66-19312100bust
hdr
Down Special
125Sakurai106 / 66-19312100bust

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
7-8– / –310grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
1-21.3Sakurai30 fixed-141180top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –400grab
hdr
Pivot Grab
10-11– / –350grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
hdr
Forward Throw
1545°103 / 301236240
1-93Sakurai40 / 1000
10-115Sakurai40 / 110-210bust
hdr
Back Throw
110135°90 / 402650240
1-493Sakurai40 / 1000
hdr
Up Throw
1890°115 / 20936270
1-353Sakurai40 / 1000
hdr
Down Throw
1672°80 / 406285230
1-593Sakurai40 / 300
60-61635°10 / 130-190top

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–266610
hdr
Air Dodge
intangible 4–266610
vanilla
Ledge Attack
21-23845°90 / 20-2821560top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
20-21748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-2816500top
20-21748°80 / 48-240top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes31
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes33
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes27
PassiveWallJump vanilla
Tech
no hitboxes46
vanilla
Tech
no hitboxes26
Pass vanilla
Pass
no hitboxes31
vanilla
Ledge Grab
intangible 1–2920
vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
CliffJump1 vanilla
Ledge Jump
no hitboxes13
CliffJump2 vanilla
Ledge Jump
no hitboxes25

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
GuardOff vanilla
Shield
no hitboxes12

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
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
  • FAF is HDR's runtime calculation rather than a param: the air dodge stalls for 28 frames and ends once the fighter has fallen 35 units, so it follows their gravity and fall speed.Air Dodge, Air Dodge (Directional)
  • 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
  • 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.