P+ - Squirtle - Subaction - AttackS3Hi

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Stats

IASA: 20
Partially Intangible: 3-6
Hitboxes active: 4-6
Hitbox set 0 hits: 4
Subaction Index: 0x4f

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:4-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 10 120 361 Normal Kick 6 5
0 1 9 10 120 361 Normal Kick 6 5
0 2 9 10 120 361 Normal Kick 6 5

Scripts

Main

  1. SyncWait(2.0)
  2. Subroutine(0x225cc)
  3. AsyncWait(3.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 10, size: 3.444, x_offset: 0.0, y_offset: 2.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 10, size: 3.024, x_offset: 0.0, y_offset: -0.5, z_offset: -1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 10, size: 2.583, x_offset: 0.0, y_offset: 3.57, z_offset: 0.94, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(6.0)
  8. DeleteAllHitBoxes
  9. UnchangeHurtBoxStateSpecific
  10. AsyncWait(19.0)
  11. Subroutine(0x20aac)

GFX

    SFX

    1. AsyncWait(3.0)
    2. SoundEffect1(5588)

    Other

    1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
    2. AsyncWait(3.0)
    3. Rumble { unk1: 17, unk2: 0 }
    4. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(2), Bool(true)] }
    5. AsyncWait(20.0)
    6. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 5 }