PM3.6 - Jigglypuff - Subaction - AttackHi4

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 |

Stats

IASA: 41
Hitboxes active: 3-6
Hitbox set 0 hits: 3
Subaction Index: 0x5d

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:3-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 20 110 90 Normal Kick 8 7
0 1 15 20 110 90 Normal Kick 8 7

Scripts

Main

  1. FrameSpeedModifier { multiplier: 3.5, unk: 0 }
  2. AsyncWait(7.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 90, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 20, size: 5.86, x_offset: 0.0, y_offset: 4.41, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 90, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 20, size: 3.91, x_offset: -1.47, y_offset: 4.41, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(45.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. 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: true })

SFX

  1. AsyncWait(4.0)
  2. SoundEffectStop(191)
  3. if (RollADie value(2))
    1. SoundEffect1(6135)
    2. SyncWait(5.0)
    3. SoundEffect1(6130)
    4. SyncWait(6.0)
    5. SoundEffect1(6132)

    Other

    1. AsyncWait(6.0)
    2. Rumble { unk1: 18, unk2: 0 }