P+ - Charizard - Subaction - AttackS4S_1

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Stats

IASA: None
Hitboxes active: 10-15
Hitbox set 0 hits: 10
Subaction Index: 0x58

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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 17 40 106 361 Normal Kick 9 8
0 1 17 40 106 40 Normal Kick 9 8
0 2 22 40 91 35 Flame Kick 11 10

Frames:14-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 40 106 361 Normal Kick 8 7
0 1 14 40 106 40 Normal Kick 8 7
0 2 14 40 100 40 Normal Kick 8 7

Scripts

Main

  1. AsyncWait(9.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 106, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 0.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 40, wdsk: 0, kbg: 106, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 0.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 0, damage: Constant(22.0), trajectory: 35, wdsk: 0, kbg: 91, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 3.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. else
    1. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 0, damage: Constant(22.0), trajectory: 35, wdsk: 0, kbg: 91, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 3.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(13.0)
  7. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 14 }
  8. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 14 }
  9. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 40, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.75, x_offset: 3.5, y_offset: 0.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(2.0)
  11. DeleteAllHitBoxes

GFX

  1. AsyncWait(10.0)
  2. GraphicEffect(GraphicEffect { graphic: 39, 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 })
  3. AsyncWait(16.0)
  4. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 20, bone: 33, x_offset: 1.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: None, terminate_with_animation: true })
    2. AsyncWait(25.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 20, bone: 33, x_offset: 1.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })
  5. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 4, bone: 33, x_offset: 1.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: None, terminate_with_animation: true })
    2. AsyncWait(25.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 4, bone: 33, x_offset: 1.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(168)
  3. AsyncWait(7.0)
  4. SoundEffect1(5415)
  5. AsyncWait(9.0)
  6. SoundEffect1(5417)
  7. SoundVoiceLow

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(9.0)
  3. ScreenShake { magnitude: 0 }
  4. Rumble { unk1: 12, unk2: 0 }