P+ - Mewtwo - Subaction - DownAttackD

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 |

Stats

IASA: None
Fully Intangible: 1-35
Hitboxes active: 20-35
Hitbox set 0 hits: 20
Subaction Index: 0xb9

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:20-35

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 6 80 50 361 Electric Kick false 1 4 4
0 1 6 80 50 361 Electric Kick false 1 4 4
0 2 6 80 50 361 Electric Kick false 1 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(19.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, size: 5.49, 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: Electric, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 67, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, size: 5.49, 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: Electric, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 63, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, size: 7.06, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: true, direct: true, unk6: 0 })
  6. loop 8 times:
    1. SoundEffect1(117)
    2. SyncWait(2.0)
  7. AsyncWait(35.0)
  8. DeleteAllHitBoxes
  9. ChangeHurtBoxStateAll { state: Normal }
  10. SyncWait(2.0)
  11. SyncWait(2.0)

GFX

  1. AsyncWait(14.0)
  2. GraphicEffect(GraphicEffect { graphic: 14, 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: 0.8, 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(19.0)
  4. loop 8 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: None, terminate_with_animation: false })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, 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: 0.35, randomize: None, terminate_with_animation: false })
    3. SyncWait(1.0)

SFX

  1. AsyncWait(15.0)
  2. SoundEffect1(57)
  3. SyncWait(7.0)
  4. SoundEffect1(57)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(0), Value(10), Bool(true)] }
  2. AsyncWait(14.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(22.0)
  5. Rumble { unk1: 12, unk2: 0 }
  6. AsyncWait(44.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }