P+ - Jigglypuff - Subaction - CliffAttackQuick

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Stats

IASA: None
Fully Intangible: 1-15
Hitboxes active: 21-25
Hitbox set 0 hits: 21
Subaction Index: 0xd7

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:21-25

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 7 70 50 361 Normal Kick false 1 5 5
0 1 7 70 50 361 Normal Kick false 1 5 5

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(15.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. AsyncWait(20.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, 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: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 70, size: 4.69, x_offset: 0.37, 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: false, unk5: false, direct: true, unk6: 0 })
  7. AsyncWait(25.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(42.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableFastFall) }

GFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 33, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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: false })
  3. AsyncWait(13.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 36, x_offset: 0.0, y_offset: 10.0, 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 })

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(228)
  3. AsyncWait(20.0)
  4. SoundEffect1(6134)

Other

  1. AsyncWait(22.0)
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(42.0)
  5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 10 }