Super Smash Bros. Melee

Jigglypuff (SSBM)/Neutral attack/Hit 1: Difference between revisions

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{{competitive expertise}}
{{competitive expertise}}
==Overview==
==Overview==
Jigglypuff jabs its left arm in front of it for a brief period. In terms of startup, it's tied with [[Donkey Kong (SSBM)/Neutral attack/Hit 1|DK]] for the sixth slowest jab in the game and combos into little aside from [[Jigglypuff (SSBM)/Neutral attack/Hit 2|jab 2]]. It's a frame faster than [[Jigglypuff (SSBM)/Forward tilt|forward tilt]], and is two frames faster than [[Jigglypuff (SSBM)/Up smash|up smash]], both of which deal more damage and have better followups; additionally, its [[Knockback#Basic physics|knockback scaling]] is very low, not even being able to knockdown [[Fox (SSBM)|Fox]] until at least 312%. Given this, the move's primary use is to [[Lock|jab reset]] knocked-down opponents.
==Hitboxes==
==Hitboxes==
{{MeleeHitboxTableHeader}}
{{MeleeHitboxTableHeader}}

Latest revision as of 14:30, July 5, 2024

Hitbox visualization showing Jigglypuff's first jab.
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Overview[edit]

Jigglypuff jabs its left arm in front of it for a brief period. In terms of startup, it's tied with DK for the sixth slowest jab in the game and combos into little aside from jab 2. It's a frame faster than forward tilt, and is two frames faster than up smash, both of which deal more damage and have better followups; additionally, its knockback scaling is very low, not even being able to knockdown Fox until at least 312%. Given this, the move's primary use is to jab reset knocked-down opponents.

Hitboxes[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset Clang Rebound Effect G A Sound
0 0 3% 0 Sakurai angle 8 50 0 3.5154 30 -1.64052 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch
1 0 3% 0 Sakurai angle 8 50 0 3.5154 30 0.0 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch
2 0 3% 0 Sakurai angle 8 50 0 3.5154 30 1.64052 0.0 0.0 HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png S Punch

Timing[edit]

Hitboxes 5-6
Earliest continuable 8
Interruptible 16
Animation length 17
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(LagContinuableS).png FrameIcon(LagContinuableE).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(BlankContinuableS).pngFrameIcon(BlankContinuableE).png
Earliest continuable point
Interruptibility
Interruptible