P+ - Squirtle - Subaction - AttackS4Lw

| 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 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 |

Stats

IASA: 47
Hitboxes active: 10-16
Hitbox set 0 hits: 10
Subaction Index: 0x5a

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 1 16 25 104 361 Normal Shell false 9 8

Frames:11-13

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 16 25 104 361 Normal Shell false 9 8
0 1 16 25 104 361 Normal Shell false 9 8

Frames:14-16

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 10 12 104 361 Normal Shell false 6 6

Scripts

Main

  1. Goto(AttackS4S Main 0x7f38)

GFX

  1. Goto(AttackS4S GFX 0x20a14)

SFX

  1. AsyncWait(9.0)
  2. SoundEffectStop(191)
  3. SoundVoiceLow
  4. SoundEffect1(5521)
  5. SyncWait(1.0)
  6. SoundEffect1(5588)
  7. SyncWait(11.0)
  8. SoundEffect1(5546)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 19, unk2: 0 }
  4. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  5. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(false), Value(2)] }
  6. AsyncWait(32.0)
  7. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(1)] }
  8. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(2)] }
  9. AsyncWait(41.0)
  10. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 10 }