P+ - Squirtle - Subaction - SpecialAirSStart

| 1 | 2 | 3 | 4 | 5 | 6 | 7 |

Stats

IASA: None
Hitboxes active: 5-7
Hitbox set 0 hits: 5
Subaction Index: 0x1d8

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Shieldable Shieldstun Hitlag Targets
0 0 0 0 0 361 None Unique AD false 0 0 false 1 0

Scripts

Main

  1. Goto(SpecialSStart Main 0x17468)

GFX

  1. AsyncWait(4.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 2.4, x_offset: 0.0, y_offset: -0.9984, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: None, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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: false, can_hit9: false, can_hit10: false, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 4.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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: true })
  4. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 150 }
  5. SyncWait(1.0)
  6. FlashEffectOverlay { red: 255, green: 255, blue: 128, alpha: 150 }
  7. SetColorOfFlashEffectOverlay { transition_time: 10, red: 255, green: 255, blue: 255, alpha: 0 }
  8. SyncWait(10.0)
  9. RemoveFlashEffect

SFX

  1. SoundEffectVictory(5578)
  2. loop Infinite times:
    1. Subroutine(0x20924)
    2. SyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(17.0)
  3. ItemVisibility(false)
  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)] }