P+ - Charizard - Subaction - SpecialN

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Stats

IASA: None
Hitboxes active: 22-35
Hitbox set 0 hits: 22
Subaction Index: 0x1cf

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:22-27

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shieldstun Hitlag Targets
0 0 18 50 82 361 Electric Unknown(232) AD 1.3 10 11
0 1 18 50 82 361 Electric Unknown(232) AD 1.3 10 11

Frames:28-35

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shieldstun Hitlag Targets
0 0 14 50 82 361 Electric Unknown(232) AD 1.3 8 9
0 1 14 50 82 361 Electric Unknown(232) AD 1.3 8 9

Scripts

Main

  1. AsyncWait(9.0)
  2. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  3. AsyncWait(21.0)
  4. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  5. IntVariableSet { variable: RandomAccessInt (0x8), value: 5423 }
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(18.0), trajectory: 361, wdsk: 0, kbg: 82, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(232), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(18.0), trajectory: 361, wdsk: 0, kbg: 82, shield_damage: 0, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: 5.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(232), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. SyncWait(6.0)
  9. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 14 }
  10. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 14 }
  11. AsyncWait(35.0)
  12. DeleteAllHitBoxes
  13. LedgeGrabEnable(EnableInFront)
  14. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 12, bone: 42, 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 })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 16, bone: 42, 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: 0.2, randomize: None, terminate_with_animation: true })
  3. loop 4 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 42, 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: 0.9, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 2.0, random_y_offset: 2.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    2. SyncWait(5.0)
  4. AsyncWait(21.0)
  5. FlashEffectOverlay { red: 255, green: 255, blue: 100, alpha: 90 }
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 13, bone: 42, 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 })
  7. GraphicEffect(GraphicEffect { graphic: 33, 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 })
  8. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 11, bone: 42, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 1.15, randomize: None, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: -2, 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: Some(ExternalGraphicEffectRandomize { 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. if (OnGround)
      1. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 2.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    4. SyncWait(3.33)
  9. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1966093), Bool(true), Bool(true)] }
  10. loop 4 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: -2, 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: 0.8, randomize: Some(ExternalGraphicEffectRandomize { 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 })
    2. FlashEffectOverlay { red: 150, green: 150, blue: 50, alpha: 80 }
    3. SyncWait(2.0)
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: -2, 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: 0.8, randomize: Some(ExternalGraphicEffectRandomize { 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 })
    5. FlashEffectOverlay { red: 255, green: 255, blue: 50, alpha: 48 }
    6. SyncWait(2.0)
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: -2, 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: 0.8, randomize: Some(ExternalGraphicEffectRandomize { 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 })
    8. RemoveFlashEffect
    9. SyncWait(5.0)

SFX

  1. SoundEffect1(5424)
  2. FlashEffectLight { red: 255, green: 255, blue: 0, alpha: 0, light_source_x: -70.0, light_source_y: -10.0 }
  3. SetColorOfFlashEffectLight { transition_time: 9, red: 255, green: 255, blue: 0, alpha: 200 }
  4. SyncWait(9.0)
  5. loop 4 times:
    1. FlashEffectOverlay { red: 255, green: 255, blue: 100, alpha: 100 }
    2. SyncWait(1.0)
    3. FlashEffectOverlay { red: 255, green: 255, blue: 0, alpha: 90 }
    4. SyncWait(1.0)
    5. RemoveFlashEffect
    6. SyncWait(1.0)
  6. AsyncWait(21.0)
  7. SoundVoiceLow
  8. SoundEffect1(5415)
  9. SyncWait(14.0)
  10. SoundEffect2(5488)
  11. loop 4 times:
    1. if (OnGround)
      1. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 6.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.3, 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 })
    2. SyncWait(3.33)
  12. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1966096), Bool(true), Bool(true)] }

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(19.0)
  3. SlopeContourStand { leg_bone_parent: 2 }
  4. AsyncWait(21.0)
  5. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(0), Bool(true)] }
  6. Rumble { unk1: 13, unk2: 0 }
  7. SyncWait(2.0)
  8. SoundEffect1(113)
  9. SyncWait(3.0)
  10. SoundEffect1(5422)
  11. AsyncWait(34.0)
  12. SlopeContourStand { leg_bone_parent: 2 }
  13. AsyncWait(65.0)
  14. SlopeContourStand { leg_bone_parent: 6 }