P+ - Pikachu - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 5-40
Hitbox set 0 hits: 5
Subaction Index: 0x1d3

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:5-39

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Shieldstun Hitlag Targets
0 0 7 40 80 361 Electric MagicZap AD 4 5 5

Scripts

Main

  1. LedgeGrabEnable(Disable)
  2. AsyncWait(4.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 4, bkb: 40, size: 3.91, x_offset: 0.0, y_offset: 4.0, z_offset: 3.25, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, 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 })
  5. AsyncWait(12.0)
  6. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(0), Scalar(3.0)] }
  7. LedgeGrabEnable(Disable)
  8. SyncWait(27.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 8, graphic: 12, bone: 5, 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: false })
  2. AsyncWait(6.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 8, graphic: 13, bone: 0, x_offset: -5.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(1.0)
  2. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }
  3. SyncWait(3.0)
  4. SoundEffectTransient(3245)
  5. SoundEffect1(3363)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  2. ItemVisibility(false)
  3. AsyncWait(4.0)
  4. ScreenShake { magnitude: 1 }
  5. Rumble { unk1: 13, unk2: 0 }
  6. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }