P+ - Mewtwo - Subaction - Attack100

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Stats

IASA: None
Hitboxes active: 3-4
Hitbox set 0 hits: 3
Subaction Index: 0x4c

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:3-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 0 30 100 73 Darkness Burn 3 3
0 1 3 0 30 100 73 Darkness Burn 3 3
0 2 2 35 0 100 83 Darkness Burn 2 3

Scripts

Main

  1. loop Infinite times:
    1. AsyncWait(2.0)
    2. Subroutine(NONE_1 Main 0xfd90)
    3. AsyncWait(9.0)
    4. Subroutine(0x21c80)
    5. AsyncWait(16.0)
    6. Subroutine(0x21c80)
    7. AsyncWait(23.0)
    8. Subroutine(0x21c80)
    9. AsyncWait(30.0)
    10. Subroutine(0x21c80)
    11. AsyncWait(37.0)
    12. Subroutine(0x21c80)
    13. AsyncWait(44.0)
    14. Subroutine(0x21c80)
    15. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }
    16. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
    17. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }

GFX

  1. loop Infinite times:
    1. GraphicEffect(GraphicEffect { graphic: 106, bone: 36, 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: 0.1, 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. GraphicEffect(GraphicEffect { graphic: 97, bone: 36, 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: 0.45, 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 })
    3. SyncWait(2.0)

SFX

  1. loop Infinite times:
    1. AsyncWait(2.0)
    2. loop 2 times:
      1. Subroutine(0x6188)
      2. SoundEffectStop(16439)
      3. SoundEffectStop(16482)
      4. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
      5. SoundEffectTransient(16482)
      6. SyncWait(7.0)
      7. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
      8. Subroutine(0x6188)
      9. SoundEffectStop(16482)
      10. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
      11. SoundEffectTransient(16439)
      12. SyncWait(7.0)
      13. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
      14. Subroutine(0x6188)
      15. SoundEffectStop(16439)
      16. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
      17. SoundEffectTransient(16440)
      18. SyncWait(7.0)
      19. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
    3. Subroutine(0x6188)
    4. SoundEffectStop(16440)
    5. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
    6. SoundEffectTransient(16439)
    7. SyncWait(7.0)
    8. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
    9. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
    10. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. if (ButtonNotPressed value(0))
    1. BoolVariableSetFalse { variable: RandomAccessBool(EnableGlide) }