nyuuzyou/wikis huggingface dataset:
Jigglypuff (SSB4)/Neutral attack

==Overview==
Jigglypuff punches twice in front of itself, in a manner which appears to resemble the Pokémon move Double Slap. It is a short ranged but reasonably fast attack which can be used for a speedy punish. While it is Jigglypuff's fastest ground attack, it suffers from a few shortcomings. Firstly, it is the joint second weakest Jab attack in the game, tied with Villager, dealing just 6% damage if both hits connect. However, unlike Villager's Jab, it can never combo into itself at any percent due to not behaving like a rapid Jab. Finally, the first hit has the least range of all of Jigglypuff's ground attacks, along with Up Tilt, although its second hit is roughly on par with forward tilt, due to the hitbox being disjointed and positioned slightly further away from Jigglypuff.
Despite this, it has many uses. The first Jab can followup into a grab, as well as a Dash Attack, with the latter being able to KO near the edge of the stage at higher percents. These both work for a large range of percents on many characters, although some fastfallers can shield after the first Jab, and the opponent can escape the followups by jumping out. In addition, Jigglypuff can follow a Jab by a perfect pivot Up Tilt on some characters. The second Jab can also followup into a Dash Attack, although this is less reliable due to the second Jab's later FAF.
==Hitbox Data==
For the technical data of each individual hit, see:
*Jigglypuff (SSB4)/Neutral attack/Hit 1
*Jigglypuff (SSB4)/Neutral attack/Hit 2
Category:Jigglypuff (SSB4)
Category:Neutral attacks (SSB4)
Jigglypuff (SSB4)/Neutral special/Default

==Overview==
Jigglypuff charges up by spinning on the spot, with the graphical effects around it gradually increasing in intensity. When released, it rolls along the ground at a high speed, and can be reversed while on the ground. When landed it deals 7-14% damage depending on the speed, and when at full strength possesses moderate KOing potential.
In competitive play, the move is rarely used due to it possessing several serious flaws. Firstly, the move's long charging time and large audio and visual cue make the move incredibly predictable, and therefore makes it hard to land. The opponent can somewhat easily jump over the move, or even more easily shield the move to avoid it, and due to the move's long duration and ending lag, it can often be punished. The move also has a very small hitbox inside Jigglypuff, even smaller than Melee's rest hitbox, which as well as making the move awkward to land, also effectively gives the move very poor priority, as the opponent can use a lingering attack to hit Jigglypuff's hurtbox, but not the hitbox of the attack. The move can be used to recover, and has the ability to snap to the ledge, but the opponent can simply intercept the attack, even from onstage via shielding, and this will cause Jigglypuff to fall to its death.
However, the move does have some usefulness, although generally it is very situational. Firstly, hitting a shield while on the ground will not stop the move, so Jigglypuff can then reverse the move, pressuring the opponent into holding their shield, to hit it again. In some circumstances, it may even be possible to hit the shield a third time, which if the move is fully charged will likely break the shield. Furthermore the move can be used to punish opponents attempting to land onstage from a distance, by timing the move so that it reaches the opponent just as they are about to enter landing lag. Finally, the move can be used to bait the opponent to attempt to counter it, and by reversing the direction of the move (which temporarily removes its hitbox) just as Jigglypuff is about to hit the opponent, it can safely roll behind them, then turn and hit them during the ending lag of the counter.
Overall, however, the move's flaws are considered to greatly outweigh any positives it may have, resulting in the move very rarely being used in competitive play.
==Update History==
 1.0.4/ 1.0.0
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**
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==Hitboxes==
===Ground===
|}
===Air===
|}
==Timing==
Category:Jigglypuff (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Jigglypuff (SSB4)/Side special/Default

__NOTOC__
==Overview==
Jigglypuff punches forward, slowly sliding along the ground as it does so. When used in the air, it quickly jolts forward a short distance, and moves forward a smaller distance overall, but can be angled up or down slightly. The move is a significant asset to Jigglypuff's neutral and spacing game, as well as its offensive game, and potentially its recovery. It's somewhat disjointed and long reaching hitbox makes it difficult to trade with, resulting in it being useful for approaching opponents, as well as walling them out. Furthermore when angled downwards, Jigglypuff can move from just above the reach of its opponents to within range for the hitbox to connect, potentially allowing it to be used as a spacing and neutral tool as well. It deals 11% damage, and has decent knockback, albeit rarely enough to KO. Finally, the move has an additional 20 shield damage, allowing it to take out around 70% of a shield's health, and as such can be used to break shields that have already sustained some damage, which combined with Rest's impressive KO power provides Jigglypuff with a potentially deadly shield pressuring option.
However the move suffers from some flaws as well. Firstly, the move has 12 frames of startup lag, and a duration of 45 frames, making its usage somewhat of a commitment. Additionally, as mentioned before it does not have the ability to break shields until they have lost more than a quarter of their maximum health, which combined with the fast shield regeneration speed in SSB4 somewhat hinders its ability to be used on shields. Finally, unlike in previous games where it can be used very effectively for recovery, the move actually somewhat worsens Jigglypuff's recovery if not utilized frame perfectly, and furthermore slows down Jigglypuff's recovery significantly, potentially leaving it open for edgeguarding.
Overall, while it does have some weaknesses, its rather pronounced strengths make it a solid part of Jigglypuff's moveset, as well as its safest and least situational special move.
==Hitboxes==
|}
==Timing==
Hitboxes 	13-28
Animation length	45
Category:Jigglypuff (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Jigglypuff (SSB4)/Up aerial

==Overview==
Jigglypuff sweeps its hand overhead, hitting opponents with 9% damage and decent knockback. The move has limited usage due to two major flaws; firstly, it is Jigglypuff's laggiest aerial, being the aerial with the second longest duration, after down air. However, unlike down air, it is not a multihit move, giving it more ending lag overall, which makes using the move for juggling somewhat difficult. Secondly, it has the least range out of all of Jigglypuff's aerials, having only a small hitbox on its hand which barely reaches above Jigglypuff at all, severely limiting its usage.
However, it does have some use. One benefit of the move is its long hitbox duration, somewhat mitigating the moves laggyness, and making it easier to use the move to prevent opponents from landing. It also has reasonably low landing lag, further improving this ability. It also does posses some degree of KO potential, particularly if Jigglypuff has rage, although it is generally reserved as a last resort kill option, due to its somewhat lacklustre knockback scaling. Furthermore, while it does have a lack of vertical reach, it possesses surprising reach around Jigglypuff, due to the sweeping motion it makes with its hand while using the attack. Finally, when used shortly before landing, it can combo into a standing Rest at very low percents and a jumping Rest at percents higher than this; the former does a large amount of damage without KOing due to Rest's flower effect, and the latter can KO. Up Aerial can also combo into Up Tilt and all Jigglypuff's aerials, depending on the opponent's percent, when used this way.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	9-21
Ending autocancel 	35-
Interruptible 	45
Animation length 	49
|-
===Landing lag===
Animation length	15
Category:Jigglypuff (SSB4)
Category:Up aerials (SSB4)
Jigglypuff (SSB4)/Up special/Default

==Overview==
==Hitboxes==
==Timing==
Hit 1 	29-33
Hit 2 	73-77
Hit 3 	122-134
Animation length	179
Category:Jigglypuff (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Category:Sleep attacks (SSB4)
Jigglypuff (SSB4)/Up throw

==Overview==
Jigglypuff tosses the opponent upwards. Useful for intercepting landings, but no use other than that. In spite of its high base knockback, it starts KOing only after 275%.
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18||1-18
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Jigglypuff (SSB4)
Category:Up throws (SSB4)
Jigglypuff (SSB4)/Up tilt

==Overview==
Jigglypuff performs a scorpion kick. It has decent startup and almost no endlag. It is Jigglypuff's strongest tilt in kill power, typically killing in the 120%-140% range. At low percents, it can combo into itself on most characters, as well as aerials and Rest at percents higher than this. However, the move is held back greatly by its very poor range; any character with a slightly disjointed move can outright beat it and the move is very hard to hit opponents in front of Jigglypuff with. The damage output is also low, being a mere 9% at strongest.
==Hitboxes==
|}
==Timing==
Clean hit 	9-10
Late hit 	11-13
Animation length	23
Category:Jigglypuff (SSB4)
Category:Up tilts (SSB4)
Jigglypuff (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hitboxes 	8-11
Ending autocancel 	23-
Interruptible 	33
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Jigglypuff (SSBB)
Category:Back aerials (SSBB)
Jigglypuff (SSBB)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Jigglypuff (SSBB)
Category:Back throws (SSBB)
Jigglypuff (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	5-9
Late hit 	10-15
DACUS window 	3-5
Boost grab window	2-3
Animation length 	39
Interruptible 	40
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Jigglypuff (SSBB)
Category:Dash attacks (SSBB)
Jigglypuff (SSBB)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hits 1-8 	5-6, 8-9, 11-12, 14-15, 17-18, 20-21, 23-24, 26-27
Ending autocancel 	39-
Animation length 	49
|-
===Landing lag===
Animation length	30
Category:Jigglypuff (SSBB)
Category:Down aerials (SSBB)
Jigglypuff (SSBB)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	4-5
Feet intangible 	14-15
Hitboxes 	14-15
Interruptible 	53
Animation length	59
|Hitboxes 
|-
|Feet 
Category:Jigglypuff (SSBB)
Category:Down smashes (SSBB)
Jigglypuff (SSBB)/Down throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	61
Throw Release 	62
Animation length	84
|-
Category:Jigglypuff (SSBB)
Category:Down throws (SSBB)
Jigglypuff (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Clean hit 	8-9
Late hit 	10-20
Ending autocancel 	28-
Interruptible 	37
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Jigglypuff (SSBB)
Category:Forward aerials (SSBB)
Jigglypuff (SSBB)/Forward throw

==Overview==
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	10
Throw Release 	11
Animation length	35
|-
Category:Jigglypuff (SSBB)
Category:Forward throws (SSBB)
Jigglypuff (SSBB)/Forward tilt

Jigglypuff forward tilt hitbox visualizations	Jigglypuff forward tilt hitbox visualizations	Jigglypuff forward tilt hitbox visualizations	Jigglypuff forward tilt hitbox visualizations	Jigglypuff forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
A roundhouse kick, and is Jigglypuff’s fastest tilt, coming out on frames 7-9. While poor in range (as with multiple other attacks), it can beat other slower attacks, space, end combos (such as the weak hit of a forward air from an opponent right next to Puff), and can even kill opponents near the edge at higher percents.
While it can serve well in certain scenarios, its poor range and lack of power hinder its usage.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-10
Animation length	27
Interruptible 	29
Category:Jigglypuff (SSBB)
Category:Forward tilts (SSBB)
Jigglypuff (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
|}
===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	10-11
Animation length	39
===Pivot grab===
Grab 	10-11
Animation length	35
Category:Jigglypuff (SSBB)
Category:Grabs (SSBB)
Jigglypuff (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down)	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Rollout (ground)	
Neutral special 	Rollout (air) 	
Side special 	Pound 	
Up special 	Sing 	
Down special 	Rest 	
Final Smash 	Puff Up 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Jigglypuff (SSBB)
Category:Hitboxes (SSBB)
Jigglypuff (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Clean hit 	6-8
Late hit 	9-29
Ending autocancel 	30-
Interruptible 	44
Animation length 	49
|-
===Landing lag===
Animation length	15
Category:Jigglypuff (SSBB)
Category:Neutral aerials (SSBB)
Jigglypuff (SSBB)/Neutral attack

==Overview==
Jigglypuff's neutral attacks consist of two stubby jabs.
For the technical data of each individual hit, see:
*Jigglypuff (SSBB)/Neutral attack/Hit 1
*Jigglypuff (SSBB)/Neutral attack/Hit 2
==Quickest loop==
Jab 1 	5-6
Jab 2 	13-14
Interruptible 	17, 25
Animation lengths	17, 27
|-
Category:Jigglypuff (SSBB)
Category:Neutral attacks (SSBB)
Jigglypuff (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-7
Hitboxes 	8-16
Ending autocancel 	35-
Interruptible 	37
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Jigglypuff (SSBB)
Category:Up aerials (SSBB)
Jigglypuff (SSBB)/Up special

==Overview==
==Hitboxes==
|}
===Subspace Emissary enemy only hitbox===
|}
This hitbox only affects enemies in the Subspace Emissary, allowing the move to damage them, as they can not be put to sleep. However, the sleeping hitbox is not removed, nor is it prevented from hitting enemies, which leads to several abnormalities due to it outprioritising the main hitbox. Against grounded opponents, the sleeping hitbox will take priority if the enemy is within range of it, and deal no damage, thus preventing this hitbox from damaging grounded opponents unless spaced correctly. Furthermore, the third hit can never hit grounded enemies, due to the sleeping hitbox being the same size as this hitbox for the third hit. Airborne opponents can always be hit by this hitbox, as the sleeping hitbox ignores opponents in the air.
==Timing==
Hitboxes 	29-33, 73-77, 122-134
Animation length	179
==Timing==
Hitboxes 	29-33, 73-77, 122-134
Animation length	179
Category:Jigglypuff (SSBB)
Category:Up special moves (SSBB)
Jigglypuff (SSBB)/Up throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Jigglypuff) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser) 
|-
Category:Jigglypuff (SSBB)
Category:Up throws (SSBB)
Jigglypuff (SSBM)/Back aerial

==Overview==
Jigglypuff does a spinning kick backwards. It has a surprisingly large hitbox behind Jigglypuff when it first comes out, nearly twice the length of its leg. This move is extremely useful for edgeguarding, and can perform the infamous Wall of Pain on opponents easily and effectively, which can easily KO if performed correctly, especially against characters with poor recoveries such as and . It is overall among Jigglypuff's best moves and is used very commonly by Jigglypuff professionals.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-8
Hitboxes 	9-12
Ending autocancel 	25-
Interruptible 	31
Animation length 	39
|-
===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Jigglypuff (SSBM)
Category:Back aerials (SSBM)
Jigglypuff (SSBM)/Back throw

==Overview==
==Throw data==
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
Category:Jigglypuff (SSBM)
Category:Back throws (SSBM)
Jigglypuff (SSBM)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 1 	4-8
Hitbox 2 	9-14
Boost grab window	2-4
Interruptible 	39
Animation length 	39
!Hitboxes 
|-
!Boost grab 
Category:Jigglypuff (SSBM)
Category:Dash attacks (SSBM)
Jigglypuff (SSBM)/Down aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-4
Hits 1-8 	5-6, 8-9, 11-12, 14-15, 17-18, 20-21, 23-24, 26-27
Ending autocancel 	39-
Animation length 	49
|-
===Landing lag===
Animation length 	25
L-cancelled animation length	12
|Normal 
|-
|L-cancelled 
Category:Jigglypuff (SSBM)
Category:Down aerials (SSBM)
Jigglypuff (SSBM)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	5-6
Feet intanglbie 	9-11
Hitboxes 	9-11
Interruptible 	48
Animation length	54
|Hitboxes 
|-
|Feet 
Category:Jigglypuff (SSBM)
Category:Down smashes (SSBM)
Jigglypuff (SSBM)/Down special

==Overview==
The epitome of high-risk high-reward moves, Rest puts Jigglypuff to sleep upon activation. On the first frame and only the first frame of the move, there is a tiny hitbox (about the size of its eye) in the center of its body, which does incredible damage and extreme knockback, KOing reliably at percentages as low as 25%. This makes it one of the most powerful moves in the game; surprisingly, such power does not sacrifice versatility unlike other moves of its caliber, as it can be comboed into with a variety of moves, such as an , , or . Against fastfallers such as , , and , an up throw can combo into Rest easily, especially at low percentages; at medium to high percentages, an up aerial can be used to ensure that the Rest lands. This is called the space animal slayer (also known as the "Hunger Strike," named after the professional Jigglypuff player ). A variant of this technique involves using platforms to help land the Rest; an up throw can be used to get an opponent on top of a platform and Rest can be used after that to punish their tech option. Up aerials can be used to cause the opponent to miss their tech, making landing the Rest even easier. Rest is also an extremely potent followup to a jab reset, which is often set up using a combination of s, up aerials, and Pound. Other less reliable moves that can knock the opponent down to set it up include strong at moderate percentages (especially if autocancelled), and a on fastfallers at low percentages.
With all its power and ability to make any player think twice about some things, Rest has by far the most ending lag of any move in the game, leaving Jigglypuff utterly vulnerable and helpless for 223 frames (about 3.7 seconds). If the move doesn't hit the opponent during its single frame of damage, virtually any opponent will be able to set up a punish such as a fully-changed smash attack or other power move that is otherwise too slow to connect; in fact, even if the opponent is hit, they can DI to attempt to be KO'd sideways in order to respawn fast enough to punish regardless. The move's extreme lag also makes it a guaranteed self-destruct if used with no ground below and no teammates are around to slap Jigglypuff awake; as a result successfully connecting with a midair Rest is considered flashy, especially if it ends a match.
Rest includes 26 frames of intangibility at the start of the move. However, it is never worth using the move for the purpose of dodging an attack, and in fact hurts Jigglypuff by preventing it from being hit and woken up too early.
==Hitboxes==
|}
==Timing==
Hitbox 	1
Intangible 	1-26
Animation length	249
|-
|-
Category:Jigglypuff (SSBM)
Category:Down special moves (SSBM)
Jigglypuff (SSBM)/Down throw

==Overview==
==Throw data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hits 1-4 	10-12, 23-25, 36-38, 49-51
Hit 5 	62
Throw Release 	63
Animation length	84
|-
Category:Jigglypuff (SSBM)
Category:Down throws (SSBM)
Jigglypuff (SSBM)/Forward aerial

==Overview==
Jigglypuff pushes both feet in front of it very quickly. Has relatively low end lag allowing it to be used in succession easily. This move is a very potent edgeguarding tool and is also a very important piece of Jigglypuff's aerial game. This attack is often used as an approach tool due to its quick start-up combined with Jigglypuff being able to move away easily due to its air speed. 
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-6
Clean hit 	7-8
Late hit 	9-22
Ending autocancel 	34-
Interruptible 	35
Animation length 	39
|-
===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
Category:Jigglypuff (SSBM)
Category:Forward aerials (SSBM)
Jigglypuff (SSBM)/Forward throw

==Overview==
==Throw data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-8
Hitbox 	10
Throw Release 	10
Animation length	35
|-
Category:Jigglypuff (SSBM)
Category:Forward throws (SSBM)
Jigglypuff (SSBM)/Forward tilt

Jigglypuff forward tilt hitbox visualizations.	Jigglypuff forward tilt hitbox visualizations.	Jigglypuff forward tilt hitbox visualizations.	Jigglypuff forward tilt hitbox visualizations.	Jigglypuff forward tilt hitbox visualizations.
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	6-9
Animation length	27
Category:Jigglypuff (SSBM)
Category:forward tilts (SSBM)
Jigglypuff (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	30
===Dash grab===
Grab 	11-12
Animation length	40
Category:Jigglypuff (SSBM)
Category:Grabs (SSBM)
Jigglypuff (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Left Jab 	
Neutral attack 2 	Right Jab 	
Forward tilt 	Rolling Kick 	
Forward tilt (angled up) 	Rolling Kick 	
Forward tilt (angled down) 	Rolling Kick 	
Up tilt 	Back Kick 	
Down tilt 	Trip 	
Dash attack 	Jiggly Ram 	
Forward smash 	Lunge Kick 	
Up smash 	Headbutt 	
Down smash 	Jiggly Split 	
Neutral aerial 	Jigglypuff Kick 	
Forward aerial 	Drop Kick 	
Back aerial 	Spinning Back Kick	
Up aerial 	Mow Down 	
Down aerial 	Spinning Kick 	
Neutral special 	Rollout 	
Side special 	Pound 	
Up special 	Sing 	
Up special (shrunken hitbox) 	Sing 	
Down special 	Rest 	
Down special (hitbox location)	Rest 	
Grab 	 	
Dash grab 	 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Jigglypuff (SSBM)
Category:Hitboxes (SSBM)