P+ - Ivysaur - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 21-25
Hitbox set 0 hits: 21
Subaction Index: 0x1d7

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:21-25

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 80 80 50 Grass HomeRunBat 8 7
0 1 11 40 80 50 Grass Punch 6 6
0 2 11 40 80 50 Grass Punch 6 6
0 3 11 40 80 50 Grass Punch 6 6
0 4 11 40 80 50 Grass Punch 6 6

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  2. AsyncWait(20.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 4.5, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: false, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 4, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 4.2, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 51, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 3.8, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 4.5, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 50, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 80, size: 4.5, x_offset: -8.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: HomeRunBat, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: false, direct: true, unk6: 0 })
  8. AsyncWait(25.0)
  9. DeleteAllHitBoxes

GFX

  1. Subroutine(0x17ea8)
  2. AsyncWait(13.0)
  3. GraphicEffect(GraphicEffect { graphic: 41, 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 })
  4. AsyncWait(19.0)
  5. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 150 }
  6. AsyncWait(20.0)
  7. Subroutine(0x203cc)
  8. if ((LongtermAccessInt(CostumeID) Equal scalar(1)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(6)))
    2. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(34)))
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 33, bone: 52, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  9. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 14, bone: 52, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  10. FlashEffectOverlay { red: 255, green: 255, blue: 128, alpha: 150 }
  11. SetColorOfFlashEffectOverlay { transition_time: 10, red: 255, green: 255, blue: 255, alpha: 0 }
  12. AsyncWait(22.0)
  13. Subroutine(0x203cc)
  14. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 52, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, 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 })
  15. AsyncWait(30.0)
  16. RemoveFlashEffect

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(2262)
  3. SoundEffect1(5613)
  4. SyncWait(7.0)
  5. SoundEffect1(5665)
  6. SyncWait(6.0)
  7. SoundEffect1(5684)
  8. SyncWait(10.0)
  9. SoundEffect1(5667)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. ArticleVisibility { article_id: 2, visibility: false }
  3. AsyncWait(10.0)
  4. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  5. AsyncWait(20.0)
  6. Rumble { unk1: 13, unk2: 0 }
  7. AsyncWait(25.0)
  8. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 5 }