P+ - Jigglypuff - Subaction - AttackLw3

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Stats

IASA: 27
Hitboxes active: 7-9
Hitbox set 0 hits: 7
Subaction Index: 0x55

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:7-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 40 30 20 Normal Kick 6 6
0 1 10 40 30 20 Normal Kick 6 6
0 2 10 40 30 20 Normal Kick 6 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  2. AsyncWait(9.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 20, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 40, size: 3.52, x_offset: 1.47, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 20, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 40, size: 3.52, x_offset: -0.18, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 20, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 40, size: 3.91, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(29.0)
  10. AllowInterrupts
  11. DisableInterruptGroup(GroundGuard)

GFX

  1. AsyncWait(9.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(6134)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(10.0)
  3. Rumble { unk1: 17, unk2: 0 }