P+ - Charizard - Subaction - AttackHi3

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Stats

IASA: 34
Partially Intangible: 8-10
Hitboxes active: 8-20
Hitbox set 0 hits: 8
Subaction Index: 0x54

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 1 10 64 85 96 Slash Slash 6 6

Frame:9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 64 85 90 Slash Slash 6 6
0 1 10 64 85 96 Slash Slash 6 6
0 2 10 64 85 96 Slash Slash 6 6

Frame:10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 64 85 90 Slash Slash 6 6
0 1 10 64 85 96 Slash Slash 6 6
0 2 10 64 85 96 Slash Slash 6 6

Frames:11-20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 64 85 90 Slash Slash 5 5
0 1 7 64 85 96 Slash Slash 5 5
0 2 7 64 85 96 Slash Slash 5 5

Scripts

Main

  1. AsyncWait(7.0)
  2. ChangeHurtBoxStateSpecific { bone: 50, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 56, state: IntangibleFlashing }
  4. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 96, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 64, size: 9.75, x_offset: 0.0, y_offset: 10.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(8.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 54, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 90, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 64, size: 4.25, x_offset: 0.0, y_offset: 6.15, z_offset: -0.75, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 96, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 64, size: 5.75, x_offset: 0.0, y_offset: 17.5, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(1.0)
  9. ChangeHitBoxSize { hitbox_id: 1, new_size: 8 }
  10. SyncWait(1.0)
  11. ChangeHurtBoxStateSpecific { bone: 50, state: Normal }
  12. ChangeHurtBoxStateSpecific { bone: 56, state: Normal }
  13. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 7 }
  14. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 7 }
  15. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 7 }
  16. AsyncWait(20.0)
  17. DeleteAllHitBoxes
  18. AsyncWait(33.0)
  19. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 3, 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, randomize: None, terminate_with_animation: true })
  3. AsyncWait(20.0)
  4. 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: 0.75, 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 })

SFX

  1. SyncWait(7.0)
  2. SoundEffect1(5411)
  3. SyncWait(1.0)
  4. SoundEffect1(115)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  5. AsyncWait(20.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }