P+ - Jigglypuff - Subaction - AttackLw4

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Stats

IASA: 45
Partially Intangible: 6-7
Hitboxes active: 6-7
Hitbox set 0 hits: 6
Subaction Index: 0x60

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 12 34 66 -360 Normal Kick 7 6
0 1 12 34 66 -360 Normal Kick 7 6
0 2 12 34 66 -360 Normal Kick 7 6
0 3 12 34 66 -360 Normal Kick 7 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 5.0, unk: 0 }
  2. AsyncWait(5.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. AsyncWait(9.0)
  5. ChangeHurtBoxStateSpecific { bone: 59, state: IntangibleFlashing }
  6. ChangeHurtBoxStateSpecific { bone: 50, state: IntangibleFlashing }
  7. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: -360, wdsk: 0, kbg: 66, shield_damage: 0, bkb: 34, size: 3.91, x_offset: 0.59, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: -360, wdsk: 0, kbg: 66, shield_damage: 0, bkb: 34, size: 3.91, x_offset: 0.59, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 59, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: -360, wdsk: 0, kbg: 66, shield_damage: 0, bkb: 34, size: 4.69, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: -360, wdsk: 0, kbg: 66, shield_damage: 0, bkb: 34, size: 4.69, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(2.0)
  12. UnchangeHurtBoxStateSpecific
  13. DeleteAllHitBoxes
  14. AsyncWait(48.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 52, 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, randomize: Some(ExternalGraphicEffectRandomize { 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: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 61, 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, randomize: Some(ExternalGraphicEffectRandomize { 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: true })
  4. AsyncWait(8.0)
  5. GraphicEffect(GraphicEffect { graphic: 11, 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 })
  6. AsyncWait(31.0)
  7. GraphicEffect(GraphicEffect { graphic: 15, 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: 1.1, 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(5.0)
  2. SoundEffectStop(191)
  3. if (RollADie value(2))
    1. SoundEffect1(6135)
    2. SyncWait(1.0)
    3. SyncWait(27.0)
    4. SoundEffect1(6130)
    5. SyncWait(6.0)
    6. SoundEffect1(6132)

    Other

    1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }
    2. AsyncWait(5.0)
    3. Rumble { unk1: 18, unk2: 0 }
    4. AsyncWait(25.0)
    5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 20 }