P+ - Squirtle - Subaction - AttackS4S

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Stats

IASA: 47
Hitboxes active: 10-16
Hitbox set 0 hits: 10
Subaction Index: 0x58

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. Subroutine(0x25c84)
  2. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  3. AsyncWait(9.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 104, shield_damage: 0, bkb: 25, size: 3.444, x_offset: 0.0, y_offset: 0.0, z_offset: 1.88, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Shell, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 })
  5. SyncWait(1.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 104, shield_damage: 0, bkb: 25, size: 4.253, x_offset: 0.0, y_offset: 0.0, z_offset: -2.8202667, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Shell, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteHitBox(1)
  9. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 104, shield_damage: 0, bkb: 12, size: 4.736, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Shell, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 })
  10. SyncWait(3.0)
  11. DeleteAllHitBoxes
  12. Subroutine(0x242c4)
  13. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. Subroutine(0x2047c)
  3. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.4, 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 })
  4. AsyncWait(19.0)
  5. RemoveFlashEffect
  6. Armor { armor_type: None, tolerance: 0.0 }
  7. AsyncWait(21.0)
  8. GraphicEffect(GraphicEffect { graphic: 11, 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: 1.0, 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 })
  9. AsyncWait(30.0)

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 }