Brawl - Jigglypuff - Subaction - CatchAttack
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
Stats
IASA: |
None |
Hitboxes active: |
10-11 |
Hitbox set 0 hits: |
10 |
Subaction Index: |
0x70 |
Hitboxes
Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag
because damage is used in their formulas.
Frames:10-11
Set |
ID |
Dmg |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Clang |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
3 |
30 |
0 |
100 |
361 |
Normal |
Punch |
false |
3 |
4 |
|
Scripts
Main
- AsyncWait(9.0)
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 5.76, x_offset: 0.0, y_offset: 6.0, z_offset: 12.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: false, unk5: true, direct: true, unk6: 0 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- AsyncWait(20.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
GFX
SFX
Other
- AsyncWait(10.0)
- Rumble { unk1: 17, unk2: 0 }