P+ - Charizard - Subaction - SpecialAirHi

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Stats

IASA: None
Hitboxes active: 9-30
Hitbox set 0 hits: 9
Subaction Index: 0x1d8

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:9-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 70 95 90 Flame Kick 7 6
0 1 9 70 70 70 Flame Kick 6 5

Frames:19-30

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 70 70 90 Flame Kick 6 5
0 1 9 70 70 70 Flame Kick 6 5

Scripts

Main

  1. AsyncWait(8.0)
  2. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 70, size: 4.75, 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: Aura, 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 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 70, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 9.0, x_offset: 0.0, y_offset: 7.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  3. else
    1. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 70, size: 4.75, 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: Flame, 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 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 70, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 9.0, x_offset: 0.0, y_offset: 7.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(10.0)
  5. UnknownEvent { namespace: 0x9, code: 0x0, unk1: 0x0, arguments: [Value(2)] }
  6. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  8. AsyncWait(18.0)
  9. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 4.75, 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: Aura, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  10. else
    1. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 4.75, 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: Flame, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(30.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(31.0)
  14. LedgeGrabEnable(EnableInFrontAndBehind)
  15. AsyncWait(47.0)
  16. SetAirGround(10)
  17. AsyncWait(55.0)
  18. LedgeGrabEnable(EnableInFront)

GFX

  1. AsyncWait(12.0)
  2. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 22, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 15.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    2. AsyncWait(18.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 22, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 15.0, scale: 0.8, randomize: None, terminate_with_animation: true })
    4. AsyncWait(24.0)
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 22, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 15.0, scale: 0.8, randomize: None, terminate_with_animation: true })
    6. AsyncWait(29.0)
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 22, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 15.0, scale: 0.9, randomize: None, terminate_with_animation: true })
  3. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 8, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 15.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    2. AsyncWait(18.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 8, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 15.0, scale: 0.8, randomize: None, terminate_with_animation: true })
    4. AsyncWait(24.0)
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 8, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 15.0, scale: 0.8, randomize: None, terminate_with_animation: true })
    6. AsyncWait(29.0)
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 8, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 15.0, scale: 0.9, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(5415)
  3. SyncWait(7.0)
  4. SoundEffect1(113)
  5. SyncWait(3.0)
  6. SoundEffect1(5422)

Other

  1. AsyncWait(5.0)
  2. Rumble { unk1: 14, unk2: 0 }