P+ - Squirtle - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 2-50
Hitbox set 0 hits: 2
Subaction Index: 0x1d9

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:2-49

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Rehit Rate Shieldstun Hitlag Targets
0 0 11 45 77 35 Normal Unknown(136) MD false 4 60 6 6

Scripts

Main

  1. DeleteAllHitBoxes
  2. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  3. Subroutine(0x2047c)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, 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, randomize: None, terminate_with_animation: true })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 35, wdsk: 0, kbg: 77, shield_damage: 4, bkb: 45, size: 2.25, 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: Unknown(136), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 60, angle_flipping: MovementDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. Subroutine(0x217a4)

GFX

    SFX

    1. SoundEffectTransient(5579)

    Other

    1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(2), Bool(true)] }
    2. ItemVisibility(false)
    3. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(false), Value(1)] }
    4. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(false), Value(2)] }
    5. RumbleLoop { unk1: 2, unk2: 0 }