P+ - Squirtle - Subaction - FinalAir

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Stats

IASA: None
Fully Intangible: 1-159
Hitboxes active: 21-122
Hitbox set 0 hits: 23, 33, 43, 53, 63, 73, 83, 93, 103, 113
Hitbox set 1 hits: 21
Subaction Index: 0x1c

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:21-22

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Frames:23-27

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
0 4 22 0 30 88 90 Water Unknown(72) AD false 1 0.3 0 false 11 10

Frames:28-32

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Frames:33-37

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
0 4 22 0 30 88 90 Water Unknown(72) AD false 1 0.3 0 false 11 10

Frames:38-42

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Frames:43-47

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
0 4 22 0 30 88 90 Water Unknown(72) AD false 1 0.3 0 false 11 10

Frames:48-52

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Frames:53-57

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
0 4 22 0 30 88 90 Water Unknown(72) AD false 1 0.3 0 false 11 10

Frames:58-62

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Frames:63-67

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
0 4 22 0 30 88 90 Water Unknown(72) AD false 1 0.3 0 false 11 10

Frames:68-72

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Frames:73-77

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
0 4 22 0 30 88 90 Water Unknown(72) AD false 1 0.3 0 false 11 10

Frames:78-82

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Frames:83-87

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
0 4 22 0 30 88 90 Water Unknown(72) AD false 1 0.3 0 false 11 10

Frames:88-92

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Frames:93-97

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
0 4 22 0 30 88 90 Water Unknown(72) AD false 1 0.3 0 false 11 10

Frames:98-102

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Frames:103-107

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
0 4 22 0 30 88 90 Water Unknown(72) AD false 1 0.3 0 false 11 10

Frames:108-112

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Frames:113-117

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) AP false 0.8 0 5 false 2 2
0 4 22 0 30 88 90 Water Unknown(72) AD false 1 0.3 0 false 11 10

Frames:118-122

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Shieldstun Hitlag Targets
1 0 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 1 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 2 1 90 60 30 170 Water Unknown(72) false 0.8 0 5 false 2 2
1 3 1 0 0 0 170 Water Unknown(72) false 0.8 0 5 false 2 2

Scripts

Main

  1. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1 }
  2. CameraCloseup(CameraCloseup { zoom_time: 20, unk: 0, distance: 2.0, x_angle: 0.0, y_angle: 0.0 })
  3. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  4. AsyncWait(7.0)
  5. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0.15 }
  6. AsyncWait(16.0)
  7. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 0.4 }
  8. CameraNormal
  9. UnknownEvent { namespace: 0x1a, code: 0x3, unk1: 0x0, arguments: [Scalar(20.0), Scalar(-30.0), Scalar(20.0), Scalar(5.0)] }
  10. AsyncWait(20.0)
  11. IntVariableSet { variable: RandomAccessInt (0xa), value: 1212765217 }
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 1, damage: Constant(1.0), trajectory: 170, wdsk: 90, kbg: 30, shield_damage: 0, bkb: 60, size: 13.0, x_offset: 25.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.0, effect: Water, unk1: false, sound_level: 1, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 5, angle_flipping: AttackerPosition, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  13. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 1, set_id: 1, damage: Constant(1.0), trajectory: 170, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 15.0, x_offset: 0.0, y_offset: 26.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.0, effect: Water, unk1: false, sound_level: 1, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 5, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 1, hitbox_id: 2, set_id: 1, damage: Constant(1.0), trajectory: 170, wdsk: 90, kbg: 30, shield_damage: 0, bkb: 60, size: 13.0, x_offset: 25.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.0, effect: Water, unk1: false, sound_level: 1, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 5, angle_flipping: AttackerPosition, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  15. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 1, hitbox_id: 3, set_id: 1, damage: Constant(1.0), trajectory: 170, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 15.0, x_offset: 0.0, y_offset: 26.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.0, effect: Water, unk1: false, sound_level: 1, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 5, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  16. SyncWait(2.0)
  17. loop 5 times:
    1. IntVariableSet { variable: RandomAccessInt (0xa), value: 1212765217 }
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 4, set_id: 0, damage: Constant(22.0), trajectory: 90, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 30, size: 14.0, x_offset: 0.0, y_offset: 100.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.3, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    3. SyncWait(5.0)
    4. DeleteHitBox(4)
    5. SyncWait(5.0)
    6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 1, hitbox_id: 4, set_id: 0, damage: Constant(22.0), trajectory: 90, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 30, size: 14.0, x_offset: 0.0, y_offset: 100.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.3, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    7. SyncWait(5.0)
    8. DeleteHitBox(4)
    9. SyncWait(5.0)
  18. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1 }
  19. DeleteAllHitBoxes

GFX

  1. AsyncWait(19.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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: 1.5, 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 })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 94, bone: 46, x_offset: 0.0, y_offset: 10.0, z_offset: 8.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.8, randomize: None, terminate_with_animation: true })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 94, bone: 46, x_offset: 0.0, y_offset: 26.0, z_offset: -8.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.8, randomize: None, terminate_with_animation: true })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 94, bone: 1, x_offset: 0.0, y_offset: 10.0, z_offset: 8.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.8, randomize: None, terminate_with_animation: true })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 94, bone: 1, x_offset: 0.0, y_offset: 26.0, z_offset: -8.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.8, randomize: None, terminate_with_animation: true })
  7. loop 5 times:
    1. Rumble { unk1: 14, unk2: 0 }
    2. ScreenShake { magnitude: 0 }
    3. SoundEffect1(5575)
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 2, bone: 0, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.0, randomize: None, terminate_with_animation: true })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 14, bone: 46, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.3, randomize: None, terminate_with_animation: false })
    6. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 1, bone: 46, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 3.0, randomize: None, terminate_with_animation: true })
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 4, bone: 46, x_offset: 0.0, y_offset: 5.0, z_offset: 30.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 230.0, scale: 1.3, randomize: None, terminate_with_animation: true })
    8. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 4, bone: 46, x_offset: 0.0, y_offset: 5.0, z_offset: -30.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 50.0, scale: 1.3, randomize: None, terminate_with_animation: true })
    9. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 4, bone: 1, x_offset: 0.0, y_offset: 5.0, z_offset: -30.0, x_rotation: 270.0, y_rotation: 0.0, z_rotation: 230.0, scale: 1.3, randomize: None, terminate_with_animation: true })
    10. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 4, bone: 1, x_offset: 0.0, y_offset: 5.0, z_offset: 30.0, x_rotation: 270.0, y_rotation: 0.0, z_rotation: 50.0, scale: 1.3, randomize: None, terminate_with_animation: true })
    11. SyncWait(10.0)
    12. ScreenShake { magnitude: 0 }
    13. SoundEffect1(5564)
    14. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 2, bone: 0, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 2.0, randomize: None, terminate_with_animation: true })
    15. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 15, bone: 1, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.3, randomize: None, terminate_with_animation: false })
    16. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 1, bone: 1, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 3.0, randomize: None, terminate_with_animation: true })
    17. SyncWait(10.0)
  8. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(94), Bool(true), Bool(true)] }

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(5521)
  3. SyncWait(2.0)
  4. SoundEffect1(2221)
  5. AsyncWait(19.0)
  6. SoundEffect1(5588)
  7. SoundEffect1(5519)
  8. loop 25 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 1, bone: 46, x_offset: 0.0, y_offset: 5.0, z_offset: 15.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 1, bone: 46, x_offset: 0.0, y_offset: 5.0, z_offset: -15.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 1, bone: 1, x_offset: 0.0, y_offset: 5.0, z_offset: 15.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 1, bone: 1, x_offset: 0.0, y_offset: 5.0, z_offset: -15.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    5. SyncWait(4.0)
  9. SoundEffect1(2232)

Other

  1. AsyncWait(18.0)
  2. ScreenShake { magnitude: 2 }
  3. Rumble { unk1: 14, unk2: 0 }
  4. AsyncWait(20.0)
  5. loop Infinite times:
    1. MoveHitBox(MoveHitBox { hitbox_id: 0, new_bone: 46, new_x_offset: 25.0, new_y_offset: 4.0, new_z_offset: 0.0 })
    2. MoveHitBox(MoveHitBox { hitbox_id: 2, new_bone: 1, new_x_offset: 25.0, new_y_offset: 4.0, new_z_offset: 0.0 })
    3. SyncWait(0.4)
    4. MoveHitBox(MoveHitBox { hitbox_id: 0, new_bone: 1, new_x_offset: -25.0, new_y_offset: 4.0, new_z_offset: 0.0 })
    5. MoveHitBox(MoveHitBox { hitbox_id: 2, new_bone: 46, new_x_offset: -25.0, new_y_offset: 4.0, new_z_offset: 0.0 })
    6. SyncWait(0.4)