PM3.02 - Charizard - Subaction - Attack11

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Stats

IASA: 31
Hitboxes active: 5-9
Hitbox set 0 hits: 5
Subaction Index: 0x48

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 SDI Mult Shieldstun Hitlag Targets
0 0 7 65 85 72 Normal Kick 1.2 5 5
0 1 7 65 85 72 Normal Kick 1.2 5 5
0 2 9 65 85 82 Slash Slash 1.2 6 5

Frames:7-9

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 7 65 85 72 Normal Kick 1.2 5 5
0 1 7 65 85 72 Normal Kick 1.2 5 5
0 2 7 65 85 82 Slash Slash 1.2 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 72, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 65, size: 5.0, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 72, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 65, size: 5.5, x_offset: 3.8, y_offset: -1.0, z_offset: 2.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 82, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 65, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.2, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 7 }
  7. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 7 }
  8. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 7 }
  9. SyncWait(3.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(30.0)
  12. Subroutine(0x204b0)

GFX

  1. AsyncWait(4.0)
  2. GraphicEffect(GraphicEffect { graphic: 13, bone: 0, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, 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: true })

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(168)
  3. SoundEffect1(5490)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(23.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }