I checked it, this is a buffer overflow caused by the glitch move's description. Code execution takes place by overwriting the IRQ handler (similar to what happens in Gen III with decamark summary screens)
This exact move is not exploitable, since the instruction pointer lands in unmapped memory. But there probably is an index that would work for ACE.
Edit: Never mind, it actually locks up the game in both mGBA and No$gba Debug, so I'm forced to think that this is just an emulation error