P+ - Squirtle - Subaction - AttackAirN

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Stats

IASA: 32
Auto Cancel Window: 1-4, 26-35
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 5-19
Hitbox set 0 hits: 5
Subaction Index: 0x62

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:5-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 0 100 30 Water Splash 6 6

Frames:10-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 0 100 361 Water Splash 5 5

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.75, unk: 0 }
  2. AsyncWait(4.0)
  3. Subroutine(0x2047c)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. AsyncWait(5.0)
  6. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  7. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  8. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 5.25, 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: Water, unk1: false, sound_level: 1, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(5.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.2, 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: Water, unk1: false, sound_level: 1, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: true, direct: true, unk6: 0 })
  11. RemoveFlashEffect
  12. Subroutine(0x230ac)
  13. AsyncWait(34.0)
  14. Subroutine(0x20aac)

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 11, bone: 0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.9, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(5521)
  3. SyncWait(2.0)
  4. SoundEffect1(109)
  5. SoundEffect1(5520)
  6. SyncWait(5.0)
  7. SoundEffect1(5590)
  8. SyncWait(5.0)
  9. SoundEffect1(109)
  10. SyncWait(5.0)
  11. SoundEffect1(5590)
  12. SyncWait(5.0)
  13. SoundEffect1(109)

Other

  1. AsyncWait(2.0)
  2. ItemVisibility(false)
  3. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  4. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(false), Value(2)] }
  5. AsyncWait(5.0)
  6. Rumble { unk1: 12, unk2: 0 }
  7. AsyncWait(10.0)
  8. Rumble { unk1: 12, unk2: 0 }
  9. AsyncWait(15.0)
  10. Rumble { unk1: 12, unk2: 0 }
  11. AsyncWait(22.0)
  12. ItemVisibility(true)
  13. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(1)] }
  14. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(2)] }