PM3.6 - Jigglypuff - Subaction - Final

| 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 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | 108 | 109 | 110 | 111 | 112 | 113 | 114 | 115 | 116 | 117 | 118 | 119 | 120 | 121 |

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 }