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SSBU/Jigglypuff

From Dragdown


Overview

Jigglypuff
Weight:68
Spotdodge:The duration and intangibility of this character's on-spot dodges.26F (3~21 intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.4~32F intangible (Neutral)
4~22F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.5 Air Jumps
Pound
Fastest OOS:Rest (5F)
Overview
Jigglypuff offers a very unique playstyle compared to the rest of the cast. Jigglypuff floats like a butterfly and stings like a bee; using its high air speed and multiple jumps to mix up its approaches and pressure its opponent while staying just out of their reach is Jigglypuff's specialty in neutral. However, the place where Jigglypuff really shines is after it gets a hit in. With a strong advantage state and deadly combos, Jigglypuff can easily KO off of a single opening. Jigglypuff's advantage state is very strong due to its fast frame data, lingering aerials, strong launch angles, powerful KO options, and multiple jumps. Jigglypuff has arguably the best edgeguarding in the game, and can very easily KO fighters with lackluster recoveries after landing a single DAir combo, FThrow, FAir string, or other option/combo that sends off-stage. After the opponent is off stage, it's just a matter of landing one of Jigglypuff's many strong edgeguarding aerials, using the Balloon Pokémon's multiple jumps to position yourself however you want. On top of that, Jigglypuff has multiple combos that confirm into its signature move Rest, allowing it to KO at very early percents from anywhere on the stage.

Playing Jigglypuff well is ultimately about managing risk and reward. Jigglypuff is very light (the second-lightest fighter, to be exact), so it can get KOed very early, and if you whiff Sing or Rest—two of the best ways to get KOs as Jigglypuff—your opponent gets a free hit and possibly even a KO of their own .In advantage state, it's important to know when and how to take risks in order to net early kills, and when to look for ways to make the situation more favorable for you instead of just outright going for the KO. When in disadvantage, Jigglypuff can choose to stall off-stage for a long time, but you will inevitably need to go to the stage one way or another, and you will be at risk of getting edgeguarded yourself. Mixing up your recovery timing, location, and the option(s) you use to get to the ledge can help make it harder for your opponent to get those early KOs.

Jigglypuff has very clearly defined strengths and weaknesses, and because of that, it has some incredibly good matchups and some not-so-great matchups. Jigglypuff excels at KOing fighters with poor recoveries, it does well against larger fighters in neutral, and it can combo most fighters extremely well. Jigglypuff tends to struggle against fighters with large hitboxes, fighters with strong recoveries, fighters that are difficult to combo, and to some extent, projectiles. Many projectiles actually can be completely nullified just by hitting them with an aerial (especially neutral aerial) or crouched under using Jigglypuff's incredibly low crouch. To play Jigglypuff, you must be patient, but ready to find your openings and maximize them as much as possible at any time. Due to Jigglypuff's light weight, you aren't likely to win by trading blow for blow with your opponent. You also aren't likely to get more openings than your opponent due to your mediocre neutral, so you need to get everything you can out of every opening.

Summary
Jigglypuff is an explosively strong aerial-based fighter, with a strong punish game and edgeguard game. However, Jigglypuff can struggle on the ground with its sluggish ground mobility, and struggles against longer-ranged opponents.
Pros Cons
  • Explosive KO Power: Jigglypuff has a very explosive nature; with its Rest down special, Jigglypuff is able to take stocks off of opponents rather quickly. Additionally, Jigglypuff's dash attack and back aerial are also very powerful moves as well.
  • Incredible Punish Game: Jigglypuff's moves complement each other very well. Notable combo starters include its down aerial, up tilt, Pound, jab 2 and up aerial.
  • Aerial Expert: With its five midair jumps, high air mobility and great aerials, fighting Jigglypuff in midair can be quite scary for its opponents.
  • Edgeguard Excellence: With its multiple jumps, high air mobility, and long-lasting aerials, Jigglypuff can easily intercept recoveries. Jigglypuff is easily able to setup edgeguards with its forward throw, which launches opponents at a semi-spike angle.
  • Balloon Weight: Jigglypuff is extremely light (with only fellow Pokémon Pichu being even lighter), which can make trades rather risky if Jigglypuff's own percentage is high, and leaves it vulnerable to early on-stage KOs. Adding on that, Jigglypuff also notably gets instantly KOed on all legal stages should its shield get broken, due to Jigglypuff's abnormally high shield break jump.
  • Stubby Range: While Jigglypuff has very high air mobility, its lack of notable disjoints can make forcing approaches harder for it to pull off (when combined with its lack of projectiles), while longer-ranged opponents can also be difficult for it to deal with.
  • Slow Ground Speed: While Jigglypuff does have very high air speed (the second-highest in the game by default, surpassed only by Yoshi), its grounded speed is conversely very slow. This makes Jigglypuff's neutral game worse, while also making interactions harder for it to deal with. Pivot landing can partially compensate for this weakness.
Shield Jump Rocket
If a shield is broken, the fighter will enter a shield jump animation, which will launch them up in the air; once the opponent lands on the floor, they will be dazed, leaving them vulnerable to attack. In Jigglypuff's case, however, the shield break jump goes much higher, causing it to get instantly KOed on most stages (including all legal ones); only hard ceilings can prevent Jigglypuff from getting instantly KOed in such a case.


Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 3.0 5-6 17 361/180 -7 N/A
Jab 2 3.0 5-6 17 361 -7 N/A

Jab is tied with dash attack as Jigglypuff's fastest grounded option. Some of Jigglypuff's aerials combo into jab, and Jigglypuff has a few combos out of jab which are definitely worth learning if you want to optimize your punish game. Jab 1 can also be used to jab lock opponents. Most people do this by doing Jab 1, moving slightly to prevent jab 2 from coming out, and then doing jab 1 again and buffering sing, setting up for easy kills.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 18/20 25/20 N/A N/A 4
Jab 2 50 50 N/A N/A 4


Forward Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 7-10 25 361 -7 N/A

Forward tilt is not a great option for Jigglypuff, but it has its uses occasionally. It's relatively fast and relatively safe, but you will get punished if you use it too much. It can be angled which makes it slightly better, but there aren't many situations where you would use FTilt over Jigglypuff's other moves.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
8 100 N/A N/A 10


Up Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Hit 9.0 9~10 25 96 -6 N/A
Late Hit 8.0 11~13 25 88 -5 N/A

Up tilt is Jigglypuff's best tilt by a mile, it's safer than the other tilts, it's used in multiple combos, it's a decent anti-air, and it kills surprisingly early for a tilt attack. It does have slightly more startup than Ftilt, and if you don't have any follow-ups and it doesn't kill, Jigglypuff can't really take advantage of its upward angle due to Jigglypuff's lack of juggling options, but overall it's a really solid move.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Hit 40 120 N/A N/A 9
Late Hit 40 120 N/A N/A 8


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 10~12 31 20 -10 N/A

Down tilt is an interesting move. It has a very low launch angle, making getting hit near the ledge a death sentence for some characters, but its frame data is bad, it's not very safe, and there's usually better options.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
50 68 N/A N/A 10


Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Hit 12.0 5~7 40 43 -23 N/A
Late Hit 8.0 8~20 40 43 -23~-11 N/A

Dash attack is crazy good—its only downside is that it's really unsafe on shield. It's frame 5, it's a solid burst option, it kills pretty early, it can be comboed into, and it has a pretty good launch angle for edge guards. It's mainly used as a combo finisher, to catch landings, or as a mix up. It also has trample, which makes it unable to clank with other grounded options.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Hit 57 83 N/A N/A 11
Late Hit 8 83 N/A N/A 8


Forward Smash

/ +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Hit 16.024 charged 16~19 50 361 -22-18 charged N/A
Late Hit 14.021 charged 20~24 50 361 -19-15 charged N/A

A pretty standard forward smash. Usually used as a punish for hard reads or to kill after landing Sing. Forward smash has two hitboxes, one which kills very early and one which is a bit weaker that comes out after the first one.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Hit 10 110 N/A N/A 115 charged
Late Hit 6 85 N/A N/A 105 charged


Up Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
15.022.5 charged 16~19 46 87 -19-14 charged N/A

Jigglypuff's up smash is a decent smash attack, but only ever optimal in very niche situations. If you land a Sing on the top platform of a triple platform stage it can kill very early, and due to Rest's high-end lag, you will usually get hit for killing with Rest after your opponent respawns, so up smash is optimal to avoid getting hit. it can also be used as a decent anti-air if you have a read on your opponent.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
20 100 N/A N/A 105 charged


Down Smash

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.016.5 charged 14~16 49 0 -26-23 charged feet intangible 14~16

Add a description to this move using the |description= field

Describe what the move is used for.

Explain the basics of why the initial purpose of the move is worth knowing or worth doing. Mention downsides that are important to know. If the move is particularly important it might have a spot on the strategy page—an important anti-air will likely be mentioned in the neutral section, or an important combo move will be mentioned in the combo theory.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
34 99 N/A N/A 84 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Hit 11.0 6~7 44 361 -5 N/A
Late Hit 6.0 8~30 44 361 -6 N/A

Neutral air is Jigglypuff's fastest aerial. It's also the Balloon Pokémon's best edgeguarding option due to its lingering hitbox, a solid kill move at higher percents, a good combo tool, and great for setting up jab locks and Sing setups. On top of that, it's fairly safe on shield if you do landing NAir or drift away while doing it.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Hit 30 100 9 ? 4
Late Hit 50 70 9 ? 3


Forward Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early Hit 9.0 8~9 37 361 -5 N/A
Late Hit 6.0 10~20 37 361 -6 N/A

Forward air is one of Jigglypuff's best combo tools and a solid edge guarding option. It's active for a decent amount of time and has a strong and weak hit like NAir, and it's also just as safe on shield as NAir. FAir is also a solid combo move. It can be comboed into fairly easily, can combo into itself and NAir, and the weak hit of fair can combo into Rest. the strong hit can also be a decent kill option off stage if you manage to get your opponent close to the blast zone.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early Hit 30 98 9 ? 4
Late Hit 30 70 9 ? 3


Back Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.0 10~11 36 42 -3 N/A

Back air is Jigglypuffs safest kill option, and the safest move in Jigglypuff's kit. Its high knockback, low total frames, early auto cancel window, and decently large hitbox make throwing out bair one of the safest things you can do to pressure your opponent. The only real downside of BAir is that it doesn't combo as well as the other aerials, and it's a bit slower.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
0/30 120 8 ? 5


Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 9~21 40 88 -5 N/A

Jigglypuff's up air is another one of Jigglypuff's more unique moves. It has a decently large hitbox, it's fairly safe on shield, and can be comboed into—but where it really shines is as a combo starter and a kill confirm. Landing up air into rest is one of Jigglypuff's most consistent KO confirms, and it can also lead to platform tech chases which can give Jigglypuff a guaranteed Sing. It also combos into some of Jigglypuff's other good combo moves at low percentages, but it's not as good as Jigglypuff's other aerials in neutral, so it's not great at low percent.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 100 9 ? 4


Down Aerial

Airborne +

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Drill Hits 1.5 7~8, 10~11, 13~14, 16~17, 19~20, 22~23, 25~26 53 145/280 -10 N/A
Final Hit 2.0 31-32 53 45 -10 N/A

Jigglypuff down air is the best combo tool in Jigglypuff's kit, and one of Jigglypuffs best options. It's used in pretty much all of Jigglypuff's best combos, there are multiple kill confirms out of it, and it is a very strong option in neutral. Due to Jigglypuff's high air speed and Down air being a multihit, you can adjust your positioning while the move is active quite a lot, letting you react to DI and SDI for combos, and drift away on reaction if your opponent shields it. On top of that, it can also be used to drag opponents down off stage, which is great for gimping characters with bad recoveries.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Drill Hits 10/30 FKB 100 12 42~ 2
Final Hit 30 150 12 42~ 2

Drill Hits:

  • Values are separated as inner hitbox/outer hitbox


Specials

Rollout

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground 7.0 40~60~ 53~ on hit 30 NaN N/A
Aerial 10.0 40~60~ 53~ on hit 30 NaN N/A
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground 60 60 N/A N/A 7
Aerial 60 60 N/A N/A 10


Pound

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 13~28 40 75 -11~+4 N/A
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
52 75 N/A N/A 15


Sing

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
0.0 27~36, 61~70, 100~115 150 361 -120~-32 N/A
  • Sitiuational and inconsistent move, best used for platform tech chase scenarios, or jab locks.
  • Sing is a move that you should use sparingly. Competent players will wither wait the move out, or use a disjointed aerial to punish a whiffed Sing.
  • Sing does not affect airborne opponents, so they can easily jump into you mid-Sing and won't fall asleep until they touch the floor again.
  • Best way to set up into Sing is a platform tech chase, which can be achieved with a falling Up Air beneath a platform, and timing a short hop into a Sing so it connects with the opponent if they miss the tech or catches their tech roll, but depending on your opponent's tech roll distance, it may not connect, especially on wider platforms on stages such as on Smashville.
  • Once your opponent is asleep, depending on their percent, you can either go for a falling Up Air into Rest confirm, a raw Rest, or fully-charged FSmash to close out the stock, depending on their percentage and the stage you are fighting on.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
0 40/30 N/A N/A 2


Rest

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
20.0 2~4 210 88 -189 all intangible 1~27
  • Jigglypuff's X factor and the Balloon Pokémon's most iconic move in Smash Bros., despite it functioning nothing like it does in the Pokémon series.
  • Has quite strong KO power, and can kill most of the cast reliably around 60-80 percent.
  • If you land Rest, you can cancel the endlag of it earlier than if you whiffed, allowing you a better chance and avoiding punishes either from a failed Rest KO or if your opponents respawn time is short.
  • With Rest's hitbox coming out on Frame 2, as well as intangibility on startup, it's possible to use Rest and punish opponents mid combo if it has a large enough gap and aren't using disjointed moves, but is very risky and can easily whiff or be baited out if you aren't careful.
  • Sends opponents straight up, so isn't ideal in-case your opponent isn't at a high enough percent to KO, especially against heavy-weights as they can easily take your stock at 15% with their strong kill moves after a failed Rest KO.
  • Jigglypuff has many combo routes into Rest, such as Pound > Late FAir > Rest, Falling Up Air > Rest, or Autocancel DAir > Rest, but that option is risky as opponents, especially ones with smaller hurtboxes, can fall out of range of the Rest, so only go for Rest if you're certain it will land, or you're at a low enough percent where you wont lose a stock in case you whiff, otherwise go for a Grab into an FThrow as that's a safer option.
  • If your opponent is put into a Star KO or Screen KO, that significantly decreases your chances of being punished upon your opponent's respawn, but isn't a guarantee, as it relies on your opponents launch speed, as well as random chance.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
100 66 N/A N/A 18


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 6~7 33 N/A N/A N/A
Dash N/A 9~10 40 N/A N/A N/A
Pivot N/A 10~11 35 N/A N/A N/A
Pummel 1.3 1 7 361 -2 N/A

Standing Grab

Pivot Grab (While Dashing, / > )

Dash Grab (While Dashing, )

Pummel (After grabbing, )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 30 FKB 100 N/A N/A 3

Forward Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hit 5.0 10-11 36 361 -19 to -18 all invincible 1~12
Throw 5.0 12 36 35 N/A all invincible 1~12
  • Jigglypuff's best throw, and one of its strongest tools.
  • Sends at a steep horizontal angle (varies from character to character) that gives Jigglypuff stage control, as well as allowing it to set up an edgeguard and attempt to take a stock via gimping the opponent's recovery or strong finishing blow at higher percents.
  • Best used as close to the ledge as possible, and on the floor rather than a platform, as you want your opponent to be sent as low as possible to make edgeguarding easier.
  • Does not send the opponent very far at low percents, so it's more ideal build some percent beforehand, or to combo into it at early percents that also carries your opponent to the ledge (i.e. Pound > FAir > Grab > FThrow.)


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hit 40 110 N/A N/A 6
Throw 103 30 N/A N/A N/A


Back Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 26 50 135 N/A all invincible 1~26


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 25 N/A N/A N/A

Up Throw

After grabbing,

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 9 38 90 N/A all invincible 1~9
  • Jigglypuff's least useful throw. Only used at ridiculously high percents for a BM (bad manners) kill off the top blastzone. Otherwise, don't bother.


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
130 30 N/A N/A N/A


Down Throw

After grabbing,

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Initial Hit 6.0 60-61 84 40 -17 all invincible 1~62
Throw 6.0 62 84 75 N/A all invincible 1~62


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Initial Hit 10 130 N/A N/A 6
Throw 90 45 N/A N/A N/A


Miscellaneous Attacks

Ledge Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 21~23 56 45 -26 all intangible 1~23
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 8

Getup Attack

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 16~21 46 48 -22 all intangible 1~21
Down 7.0 16~21 46 48 -22 all intangible 1~21

It's a Getup Attack.


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7

Trip Attack

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 20~28 50 361 -23 all intangible 1~7
  • PlaceHolder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


Navigation

To edit frame data, edit values in SSBU/Jigglypuff/Data.
Jigglypuff


Character Select

System Explanations

Essentials
ControlsFAQ
The Basics
MovementOffenseDefense
Detailed & Advanced Information
Damage/KnockbackFrame Data ExplanationsStates of PlayUniversal StrategyEsoterica
Archived Information
Patch NotesTier ListsAlternate ResourcesDiscords

Mechanics Glossary

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