PM3.02 - Charizard - Subaction - AttackS3S

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Stats

IASA: 31
Partially Intangible: 9-11
Hitboxes active: 9-12
Hitbox set 0 hits: 9
Subaction Index: 0x50

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:9

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 12 35 100 361 Slash Slash 0.95 10 7 6
0 1 12 0 100 361 Slash Slash 1 0 7 6

Frames:10-12

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 12 35 100 361 Slash Slash 0.95 10 7 6
0 1 12 0 100 361 Slash Slash 1 0 7 6

Scripts

Main

  1. AsyncWait(1.0)
  2. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  3. AsyncWait(8.0)
  4. ChangeHurtBoxStateSpecific { bone: 33, state: IntangibleFlashing }
  5. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 10, bkb: 35, size: 7.5, x_offset: -1.0, y_offset: 0.0, z_offset: 4.85, tripping_rate: 0.0, hitlag_mult: 0.95, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bite, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 2.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bite, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(9.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 10, bkb: 35, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 5.85, tripping_rate: 0.0, hitlag_mult: 0.95, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bite, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(11.0)
  10. UnchangeHurtBoxStateSpecific
  11. AsyncWait(12.0)
  12. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  13. DeleteAllHitBoxes
  14. AsyncWait(30.0)
  15. Subroutine(0x204b0)

GFX

  1. AsyncWait(11.0)
  2. SoundEffect1(140)
  3. SoundEffect1(211)
  4. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 16.0, 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(5.0)
  2. SoundEffect1(2196)
  3. AsyncWait(8.0)
  4. SoundEffect1(5490)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(10.0)
  3. Rumble { unk1: 18, unk2: 0 }