PM3.02 - Charizard - Subaction - GlideAttack

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Stats

IASA: None
Fully Intangible: 5-7
Hitboxes active: 6, 9, 12, 15, 20-21
Hitbox set 0 hits: 6, 9, 12, 15, 20
Subaction Index: 0x3c

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:6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 80 365 Flame Burn 2 3
0 1 2 30 80 365 Flame Burn 2 3

Frame:9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 80 365 Flame Burn 2 3
0 1 2 30 80 365 Flame Burn 2 3

Frame:12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 80 365 Flame Burn 2 3
0 1 2 30 80 365 Flame Burn 2 3

Frame:15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 80 365 Flame Burn 2 3
0 1 2 30 80 365 Flame Burn 2 3

Frames:20-21

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shieldstun Hitlag Targets
0 0 9 65 110 361 Flame Burn AD 1.15 6 6
0 1 9 65 110 361 Flame Burn AD 1.15 6 6

Scripts

Main

  1. AddVelocity { x_vel: Constant(1.75), y_vel: Constant(1.5) }
  2. FrameSpeedModifier { multiplier: 0.65, unk: 0 }
  3. AsyncWait(3.0)
  4. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 7.0, x_offset: 0.0, y_offset: 8.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 8.5, x_offset: 0.0, y_offset: 8.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(0.5)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
  5. SyncWait(1.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 65, size: 7.0, x_offset: 0.0, y_offset: 8.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.15, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, 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: 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 })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 65, size: 8.5, x_offset: 0.0, y_offset: 8.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.15, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, 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: 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 })
  8. AddVelocity { x_vel: Constant(-1.5), y_vel: Constant(0.0) }
  9. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  10. SyncWait(2.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(15.0)
  13. LedgeGrabEnable(EnableInFront)

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 8, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 0.9, randomize: None, terminate_with_animation: true })
  3. AsyncWait(5.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 8, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 0.8, randomize: None, terminate_with_animation: true })
  5. AsyncWait(7.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 8, bone: 33, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 0.8, randomize: None, terminate_with_animation: true })
  7. AsyncWait(10.0)

SFX

  1. SoundEffectStop(5420)
  2. SoundEffect1(5492)
  3. SoundEffect1(2197)
  4. SyncWait(3.0)
  5. SoundEffect1(113)
  6. SyncWait(1.0)
  7. SoundEffect1(5422)

Other

  1. AsyncWait(2.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. AsyncWait(4.0)
  4. ChangeHurtBoxStateAll { state: Normal }