P+ - Jigglypuff - Subaction - Attack12

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Stats

IASA: 16
Hitboxes active: 6-7
Hitbox set 0 hits: 6
Subaction Index: 0x49

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:6-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 30 90 361 Normal Paper 3 3
0 1 3 30 90 361 Normal Paper 3 3
0 2 3 30 90 361 Normal Paper 3 3

Scripts

Main

  1. FrameSpeedModifier { multiplier: 0.8, unk: 0 }
  2. AsyncWait(4.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 41, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 3.52, x_offset: -1.64, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 41, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 3.52, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 41, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 3.52, x_offset: 1.64, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(14.0)
  10. AllowInterrupts

GFX

    SFX

    1. AsyncWait(4.0)
    2. SoundEffect1(6136)

    Other

    1. AsyncWait(4.0)
    2. Rumble { unk1: 22, unk2: 0 }