PM3.02 - Jigglypuff - Subaction - Final

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Stats

IASA: None
Fully Intangible: 1-121
Hitboxes active: 1-121
Hitbox set 0 hits: 1
Subaction Index: 0x1ed

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:1-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Ignore Invincibility Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 0 200 0 100 20 Normal MagicZap false 0 0 2 false true true true 1 0
0 1 0 200 0 100 20 Normal MagicZap false 0 0 2 false true true true 1 0
0 2 0 200 0 100 20 Normal MagicZap false 0 0 2 false true true true 1 0

Frames:6-120

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Ignore Invincibility Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 0 40 0 100 0 Normal MagicZap false 0 0 2 false true true true 1 0
0 1 0 40 0 100 0 Normal MagicZap false 0 0 2 false true true true 1 0
0 2 0 40 0 100 0 Normal MagicZap false 0 0 2 false true true true 1 0

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 3, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 20, wdsk: 200, kbg: 100, shield_damage: 0, bkb: 0, size: 7.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 2, remain_grabbed: false, ignore_invincibility: true, freeze_frame_disable: true, unk5: true, flinchless: true })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 20, wdsk: 200, kbg: 100, shield_damage: 0, bkb: 0, size: 2.2, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 2, remain_grabbed: false, ignore_invincibility: true, freeze_frame_disable: true, unk5: true, flinchless: true })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 29, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 20, wdsk: 200, kbg: 100, shield_damage: 0, bkb: 0, size: 2.2, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 2, remain_grabbed: false, ignore_invincibility: true, freeze_frame_disable: true, unk5: true, flinchless: true })
  5. AsyncWait(5.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 3, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 2, remain_grabbed: false, ignore_invincibility: true, freeze_frame_disable: true, unk5: true, flinchless: true })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 2.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 2, remain_grabbed: false, ignore_invincibility: true, freeze_frame_disable: true, unk5: true, flinchless: true })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 29, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 2.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 2, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 2, remain_grabbed: false, ignore_invincibility: true, freeze_frame_disable: true, unk5: true, flinchless: true })

GFX

    SFX

    1. AsyncWait(9.0)
    2. SoundEffectVictory(2486)

    Other

    1. ItemVisibility(false)
    2. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
    3. UnknownEvent { namespace: 0xc, code: 0x17, unk1: 0x0, arguments: [Bool(false)] }
    4. TagDisplay(false)
    5. Rumble { unk1: 15, unk2: 20 }