nyuuzyou/wikis huggingface dataset:
Jigglypuff (SSB)/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==
===Angled up/down===
|}
===Angled forward===
|}
==Timing==
Hitboxes 	7-10
Animation length	27
Category:Jigglypuff (SSB)
Category:Forward tilts (SSB)
Category:Normal attacks (SSB)
Jigglypuff (SSB)/Grab

==Overview==
Jigglypuff's grab is fairly standard. It grabs on frame 6 and has decent range. is useful for scoring KOes, while is a solid combo starter at low-to-mid percents (especially against fast fallers) and part of the infamous space animal slayer.
==Hitboxes==
|}
==Timing==
Grab 	6
Animation length	15
Category:Jigglypuff (SSB)
Category:Grabs (SSB)
Jigglypuff (SSB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Forward tilt 	 	
Forward tilt up 	 	
Forward tilt down 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Down aerial (landing) 	 	
Neutral special 	Pound	
Up special 	Sing 	
Down special 	Rest 	
Down special (close-up)	Rest 	
Grab 	 	
Forward throw 	 	
Back throw 	 	
Getup attack front 	 	
Getup attack back 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Jigglypuff (SSB)
Category:Hitboxes (SSB)
Jigglypuff (SSB)/Neutral aerial

==Overview==
Jigglypuff does a sex kick, flattening its foot and sticking it out for a moment. The move deals 14% damage and high knockback during its first four active frames and dealing 9% damage for the rest of its duration. It is essentially a slower and weaker version of , having increased startup lag (frame 6 compared to frame 3) and dealing 1% less damage (and subsequently less knockback). Despite this, it has above average knockback of a neutral aerial and it is Jigglypuff's strongest horizontal hitting aerial. Its high power makes it a move usable for edgeguarding, and can be used in certain combos, such as after an however, this also gives it less combo potential compared to Jigglypuff's other aerials. It also has slightly disjointed range. 
Overall, while it has the least amount of combo potential out of Jigglypuff's aerials, neutral aerial is still a great move to use for edgeguarding and KO'ing due to its power and range.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Clean hit 	6-9
Late hit 	10-33
Ending autocancel 	34-
Animation length 	49
|-
===Landing lag===
Animation length 	16
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
==Similar moves==
*Kirby (SSB)/Neutral aerial
Category:Jigglypuff (SSB)
Category:Neutral aerials (SSB)
Category:Normal attacks (SSB)
Category:Sex kicks (SSB)
Category:Aerial attacks (SSB)
Jigglypuff (SSB)/Neutral attack

==Overview==
Jigglypuff's neutral attacks consist of two stubby jabs.
For the technical data of each individual hit, see:
*Jigglypuff (SSB)/Neutral attack/Hit 1
*Jigglypuff (SSB)/Neutral attack/Hit 2
Category:Jigglypuff (SSB)
Category:Neutral attacks (SSB)
Jigglypuff (SSB)/Neutral special

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	12-27
Animation length	54
==Trivia==
's version of Pound has a unique property where if Kirby goes off a ledge while using it, he will gain a lot of horizontal momentum. 
Category:Jigglypuff (SSB)
Category:Neutral special moves (SSB)
Category:Special moves (SSB)
Jigglypuff (SSB)/Techs

==Overview==
==Timing==
===Neutral tech===
Intangible 	1-24
Animation length	26
===Forward tech roll===
Intangible 	1-20
Animation length	40
===Back tech roll===
Intangible 	1-20
Animation length	40
Category:Jigglypuff (SSB)
Category:Techs (SSB)
Jigglypuff (SSB)/Up aerial

==Overview==
Jigglypuff waves its arm up in an arch. Strong vertical KO power, and excellent for juggling, compounded with Jigglypuff's multiple midair jumps. Can combo into Rest on its own or after an up throw (usually done at mid-high percentages to ensure that the Rest is landed), especially against fast-fallers.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hitboxes 	8-16
Ending autocancel 	17-
Animation length 	39
|-
===Landing lag===
Animation length 	21
L-cancelled animation length	4
|Normal 
|-
|L-cancelled 
Category:Jigglypuff (SSB)
Category:Aerial attacks (SSB)
Category:Up aerials (SSB)
Jigglypuff (SSB)/Up tilt

==Overview==
Jigglypuff performs a vertical kick, very similar to 's . Compared to Kirby's however, Jigglypuff's is noticeably slower and weaker. The move does not come out until frame 7 and it has an FAF of 24 (3 and 6 frames slower than Kirby's respectively). The move also always deals 10% and has lower knockback than Kirby's, in addition to sending opponents away from Jigglypuff rather them towards, making it a worse combo tool at lower percents and a worse KO move at higher percents. 
Despite its shortcomings compared to Kirby's version, up tilt is still a very effective move in its own right. Due to its low knockback and ending lag, up tilt is a very strong combo tool beyond low percents, being able to easily chain into itself, as well as Jigglypuff's other moves. This can either lead into a long combo or a KO confirm, even at high percents. Even at very low percents where the move has no guaranteed followups, the move is at least safe on hit, preventing Jigglypuff's opponent from punishing it. The move also has great range (albeit less than Kirby's), with the move being noticeably disjointed, making it a good option to stuff out approaches. The move is also completely safe on shield at +4 frames. While this does not allow for the same shield pressure Kirby's does, it still leaves Jigglypuff at a solid advantage and if the move is landed during its later frames, it is even safer, allowing it to lead into a guaranteed grab.
Overall, while it is an inferior version of Kirby's up tilt, Jigglypuff's up tilt still remains one of the better up tilts in the game. 
==Hitboxes==
|}
==Timing==
Hitboxes 	7-14
Animation length	23
==Similar moves==
*Kirby (SSB)/Up tilt
Category:Jigglypuff (SSB)
Category:Up tilts (SSB)
Category:Normal attacks (SSB)
Jigglypuff (SSB4)/Back aerial

==Overview==
Jigglypuff performs a backwards spinning kick, extending out its foot while doing so. It deals 13% damage, and is Jigglypuff's strongest aerial, being able to kill before 100% offstage, and from around 100% onstage. It is not disjointed and has a hurtbox throughout its hitbox.
The move is considered one of Jigglypuff's better aerial moves, despite lacking the notorious combo potential it had in Melee. Being Jigglypuff's strongest aerial, it is often one of its best options for killing due to Jigglypuff generally struggling to get KOs. It is also Jigglypuff's longest ranged aerial, and one of its longest ranged attacks overall, making it a valuable spacing tool, something which Jigglypuff has a notable lack of. Due to the move dealing relatively high damage in one hit, and Jigglypuff's high aerial mobility, it is also generally safe on shields, and its range and power makes it a deadly edgeguarding tool.
However the move also has three noteworthy flaws. Firstly, it is Jigglypuff's slowest aerial in terms of startup, limiting its spacing and edgeguarding potential, as well as removing most of the combo potential it had in previous games. Secondly, while it is one of Jigglypuff's longest ranged moves, it still has the typical lack of reach that Jigglypuff's moveset in general suffers from. In addition, it has noticeably less range than it had in Melee, again limiting its spacing and edgeguarding potential. Finally, while it does have powerful KO potential offstage, it does not kill until high percents onstage, which given that its characteristics result in it being almost exclusively a kill move.
Overall, the move is a very valuable asset to Jigglypuff, with its decent range, strong edgeguarding capabilities and kill potential.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	12-13
Ending autocancel 	28-
Interruptible 	40
Animation length 	54
|-
===Landing lag===
Animation length	18
Category:Jigglypuff (SSB4)
Category:Back aerials (SSB4)
Jigglypuff (SSB4)/Back throw

==Overview==
Jigglypuff back suplexes the opponent. No real use other than forcing opponents off the stage, as it is too weak to KO even at 310%.
==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:Back throws (SSB4)
Jigglypuff (SSB4)/Dash attack

==Description and usage==
Jigglypuff leaps forward to tackle opponents with its head. The move is considered one of Jigglypuff's strongest ground moves for a few reasons. Firstly, It has good range, due to Jigglypuff leaping forward when using the move, which is something that Jigglypuff lacks in many of its moves. It is also fast for a dash attack, and can catch opponents by surprise with its speed. The clean hit has good killing power at higher percents, which combined with its fast startup makes it a very valuable tool for Jigglypuff, who often struggle to kill opponents due to its kill moves being difficult to land or highly situational. It also has good damage, both on the clean hitbox and the late hitbox, although the latter is to a lesser extent. Finally, the attack doesn't rebound, which makes it useful for neutralising many projectiles. List of projectiles that Jigglypuff's dash attack can neutralise
However, the move also has some shortcomings which limit its usefulness. Like with most dash attacks, it has a lot of ending lag, so if the opponent shields the move, Jigglypuff is left open for a punish. Additionally, unlike most dash attacks, it has very little base knockback, making it unsafe at low percents. The late hit lacks kill power, limiting the move's range when attempting to kill with it, and its usefulness is also somewhat hindered by Jigglypuff's poor running speed, making it unsuitable for punishing in some circumstances.
Overall however, it is considered one of Jigglypuff's best options on the ground for killing, dealing damage or punishing due to its speed and power, and its ability to neutralise projectiles is incredibly useful since Jigglypuff generally struggles against projectiles due to its general lack of range and mobility..
==Hitboxes==
|}
==Timing==
Clean hit 	5-9
Late hit 	10-20
Interruptible 	40
Animation length	47
Category:Jigglypuff (SSB4)
Category:Dash attacks (SSB4)
Jigglypuff (SSB4)/Down aerial

==Overview==
Jigglypuff spins around while hitting opponents with its feet, then thrusts its feet downwards, launching opponents with weak horizontal knockback. The move is considered one of Jigglypuff's most versatile, due to possesing multiple strengths. Its multi-hit ability combined with Jigglypuff's remarkable air mobility allows the move to be used for covering rolls and ledge get ups, as well as pressuring shields and even being used as an approach/spacing option. Additionally, the move has good damage potential, dealing up to 14% damage if all hits connect. Finally, the move's relatively low knockback and ending lag allow it to be followed up by a number of moves, including , , , another down aerial or even a Rest under specific circumstances.
However the move is held back by two major weaknesses. Firstly, its hitboxes are quite small, and are positioned relatively close to Jigglypuff. This gives the move subpar range, which results in it being potentially difficult to land, as well as sometimes allowing the opponent to escape it early (albeit with some difficulty). The small hitbox also prevents the move from being usable as an effective landing tool. Secondly, the move is rather slow overall in a number of ways. It has the longest duration of all of Jigglypuff's aerials, making usage of the move somewhat of a commitment. It also has the latest autocancel window of all its aerials, not autocancelling until frame 45, which renders it incapable of autocancelling off a short hop, and should Jigglypuff fail to autocancel the move, it sustains a full 30 frames of landing lag.
Overall however, the move is considered a very versatile part of Jigglypuff's moveset, with a wide variety of uses, due to its strengths significantly outweighing its weaknesses.
==Hitboxes==
|}
==Timing==
Initial autocancel	1
Hits 1-8 	7-8, 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29
Hit 9 	31-32
Ending autocancel 	45-
Interruptible 	53
Animation length 	54
|-
===Landing lag===
Animation length	30
Category:Jigglypuff (SSB4)
Category:Down aerials (SSB4)
Jigglypuff (SSB4)/Down special

==Overview==
's down special is Rest. Opponents must be touching Jigglypuff in order for Rest to connect and the attack has high endlag. However, it is an extremely powerful attack, dealing 56% damage (including the flower that opponents are afflicted with) and KOing at around 50%.
==Hitbox==
|}
==Timing==
Hitboxes 	2-4
Intangible 	1-27
Interruptible 	230
Animation length	249
|-
==KO percents by character==
These are the earliest percents Rest KOes each character at the center of Final Destination (in training mode). This assumes that the Rest is fresh, that Jigglypuff has no rage and that the opponent does not DI.
Character	KO Percent
 	38%
 	41%
 	43%
 	44%
 	44%
 	47%
 	47%
 	47%
 	47%
 	47%
 	47%
 	48%
 	48%
 	48%
 	49%
 	49%
 	50%
 	50%
 	50%
 	50%
 	50%
 	51%
 	52%
 	53%
 	53%
 	54%
 	54%
 	54%
 	54%
 	54%
 	54%
 	54%
 	54%
 	54%
 	55%
 	55%
 	55%
 	56%
 	56%
 	56%
 	56%
 	56%
 	56%
 	57%
 	57%
 	57%
 	57%
 	57%
 	58%
 	59%
 	59%
 	59%
 	60%
 	64%
 	70%
==References==
*
*Kurogane Hammer
Category:Jigglypuff (SSB4)
Category:Special moves (SSB4)
Category:Down special moves (SSB4)
Jigglypuff (SSB4)/Down special/Custom 1

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-3
Clean hit 	2
Late hit 	3-54
Interruptible 	295
Animation length	314
|-
Category:Jigglypuff (SSB4)
Category:Special moves (SSB4)
Category:Down special moves (SSB4)
Category:Custom moves
Jigglypuff (SSB4)/Down throw

==Overview==
As with all of its throws, Jigglypuff's down throw is almost exclusively a damage dealing throw. It deals 10% total damage, which is above average for a down throw, however its high base knockback and angle, combined with Jigglypuff's slow vertical movement from jumps renders it incapable of comboing at any percent. It also does not kill until well over 250%, despite being Jigglypuff's second strongest throw in terms of knockback. It can, however, be used for mixups by forcing the opponent to have to try to land, but even this is severely limited due to Jigglypuff lacking the tools to effectively punish landings.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	60-61
Throw Release 	62
Animation length	84
|-
Category:Jigglypuff (SSB4)
Category:Down throws (SSB4)
Jigglypuff (SSB4)/Down tilt

==Overview==
Jigglypuff performs a crouching kick while extending its leg outwards. It has the longest reach of Jigglypuff's tilts, a valuable asset in its low range moveset. Additionally, the move deals 10% damage, an impressive amount of damage for a tilt. It also possesses good base knockback and has a semi-spike angle, making it useful for gimping opponents; this makes it safe on hit at any percent as well. However, the move has some shortcomings which prevent it from being better, mostly its lack of speed. It is Jigglypuff's slowest tilt; the hitbox is not active until frame 10, and the entire move's duration is 30 frames. This makes using the move a commitment as a grounded move, limiting its utility in many circumstances. Another factor is the move's low knockback scaling, the lowest of its tilts. Finally, contrary to its above average range for Jigglypuff's moveset, it does not posses good range compared to other characters and has no disjoint, making it easy to contest. Overall, the move has situational strengths as part of Jigglypuff's ground game, such as edgeguarding and combos, but its weaknesses prevent it from being a common neutral tool at high play.
==Hitboxes==
|}
==Timing==
Hitboxes 	10-12
Interruptible 	31
Animation length	39
Category:Jigglypuff (SSB4)
Category:Down tilts (SSB4)
Jigglypuff (SSB4)/Forward aerial

==Overview==
Jigglypuff dropkicks in front of it. One of its main ways of approaching, as it comes out fast, has a lasting hitbox and can combo opponents, It is also able to autocancel in a short hop fast fall when the fast fall is slightly delayed. It deals weak damage, but it can frequently combo into Rest, especially with the late hitbox, due to the low knockback and endlag of the move. Forward aerial also has use in certain lock combos, although infrequently, Forward aerial works well for edgeguarding as well, since the hitbox has a bit of range and lasts for a while, and the move can be used for its notorious wall of pain combo.
The move is held back by some flaws, notably the poor range and the feet hurtboxes being stretched out, making it easier to hit Jigglypuff. It is also weak in both knockback and damage, usually only being able to kill at high percents near the blastzone. This severely limits the utility of the move. but it still remains an important part of its kit, due to its strengths.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Clean hit 	8-9
Late hit 	10-20
Ending autocancel 	28-
Interruptible 	37
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Jigglypuff (SSB4)
Category:Forward aerials (SSB4)
Jigglypuff (SSB4)/Forward throw

==Overview==
Jigglypuff quickly puffs itself up knocking the opponent outwards. As with Jigglypuff's other throws, its forward throw is almost exclusively a damage dealing throw. It deals 10% damage total, which is good damage for a forward throw, but it does not have much use beyond this. It's angle and base knockback render it incapable of comboing, as is Jigglypuff's weakest throw in terms of knockback scaling, not KOing at the ledge until beyond 600% damage, making it completely useless for KOes. However, it can be used to set up for edgeguarding, which gives it more use than some of Jigglypuff's other throws, since it has a strong edgeguarding game.
==Throw and Hitbox Data==
===Hitbox===
|}
===Throw===
|}
==Timing==
Invincibility 	1-18
Hitbox 	10-11
Throw Release 	12
Animation length	35
Interruptible 	36
|-
Category:Jigglypuff (SSB4)
Category:Forward throws (SSB4)
Jigglypuff (SSB4)/Forward tilt

Jigglypuff forward tilt hitbox visualizations	Jigglypuff forward tilt hitbox visualizations
↗ 	
→ 	
↘ 	
==Overview==
Jigglypuff spins on one leg while kicking with the other. The move has generally rather limited usage, due to its significant lack of range while not having the necessary speed to make up for it. A combination of the move's mediocre frame data, bad range and low base knockback (which makes it unsafe on hit at lower percents) significantly hinder any utility it would otherwise have. It does however have some usage, due to its impressive damage output of 10%, combined with its good knockback scaling, which allows it to send opponents offstage, and even potentially kill at high percents. Overall however it does not have much utility.
==Hitboxes==
This move can be angled, but all three angles have the same properties.
|}
==Timing==
Hitboxes 	7-10
Animation length	27
Category:Jigglypuff (SSB4)
Category:Forward tilts (SSB4)
Jigglypuff (SSB4)/Grab

==Overview==
Jigglypuff reaches out with the arm closest to the background. Despite all grabs being fast and having the lowest ending lag of any grab in the game, they possess the second shortest grab range, only surpassing 's. The pivot grab's lacking range combined with Jigglypuff's slow ground speed makes it effectively useless, and even when it does get a grab, the reward is low, since none of its throws can combo or KO effectively.
==Grabbox Data==
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Interruptible 	27
Animation length	29
===Dash grab===
Grab 	8-9
Interruptible 	33
Animation length	39
===Pivot grab===
Grab 	9-10
Interruptible 	32
Animation length	37
Category:Jigglypuff (SSB4)
Category:Grabs (SSB4)
Jigglypuff (SSB4)/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	
Side special 	Pound 	
Up special 	Sing 	
Down special 	Rest 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward throw (collateral)	 	
Back throw (collateral) 	 	
Up throw (collateral) 	 	
Down throw (collateral) 	 	
Category:Jigglypuff (SSB4)
Category:Hitboxes (SSB4)
Jigglypuff (SSB4)/Neutral aerial

==Overview==
Jigglypuff kicks its foot forward and holds its foot out, damaging opponents. The move is considered one of Jigglypuff's best aerials, due to possessing several useful properties. Firstly, it is Jigglypuff's fastest aerial on startup, with the hitbox first becoming active on frame 6. It is a sex kick, with the hitbox lasting for a total of 25 frames, which when combined with its well positioned hitbox and Jigglypuff's exceptional air mobility makes it a powerful edgeguarding and gimping tool. Additionally, the move deals 11% damage for the clean hit, with impressive KO power for a sex kick move (although it has slightly above average startup for a sex kick to partly compensate). Finally, Jigglypuff flattens itself somewhat while the hitbox is active, narrowing its hurtbox of the duration of the move. As a result of these strengths, it is a highly valuable tool for Jigglypuff.
It does, however, have some drawbacks. As mentioned above, it has above average startup for a sex kick, with most sex kicks clean hits being active on frame 3 or 4. Additionally, it has 15 frames of landing lag, which is also on the upper end of the spectrum for sex kicks. Finally it still suffers from the general drawbacks that sex kicks tend to possess, most notably subpar range and a long total duration. Overall however, the move's combination of speed, power and lingering hitbox, along with Jigglypuff's air mobility make it a very useful move in Jigglypuff's moveset. It is sometimes used as a wall of pain finisher.
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Clean hit 	6-7
Late hit 	8-30
Ending autocancel 	40-
Interruptible 	44
Animation length 	49
|-
===Landing lag===
Animation length	15
Category:Jigglypuff (SSB4)
Category:Neutral aerials (SSB4)