PM3.02 - Ivysaur - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-2, 41-61
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 8-10
Hitbox set 0 hits: 8
Subaction Index: 0x66

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:8

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 7 50 149 270 Flower Burn 3 5 5

Frames:9-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 32 92 50 Grass Burn 6 6

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(7.0)
  4. ResetVerticalVelocityAndAcceleration(true)
  5. ResetVerticalVelocityAndAcceleration(false)
  6. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  7. if ((InternalConstantInt(ControlStickYAxis) GreaterThan scalar(-0.5)))
    1. if ((LongtermAccessInt (0x4b) LessThanOrEqual scalar(0)))
      1. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(1.35) }
    2. else
      1. if ((LongtermAccessInt (0x4b) Equal scalar(1)))
        1. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.6) }
    3. IntVariableIncrement { variable: LongtermAccessInt (0x4b) }
  8. else
    1. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.175) }
  9. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 270, wdsk: 0, kbg: 149, shield_damage: 3, bkb: 50, size: 3.5, x_offset: 0.0, y_offset: -4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flower, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(1.0)
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 50, wdsk: 0, kbg: 92, shield_damage: 0, bkb: 32, size: 8.5, x_offset: 0.0, y_offset: -6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
  13. DeleteHitBox(1)
  14. SyncWait(2.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(40.0)
  17. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  18. AsyncWait(63.0)
  19. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 3, bone: 0, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.96, randomize: None, terminate_with_animation: false })
  3. SoundEffect1(5632)
  4. Subroutine(0x205c4)

SFX

  1. Goto(0x9019c168)

Other

  1. AsyncWait(2.0)
  2. AsyncWait(8.0)
  3. ScreenShake { magnitude: 0 }
  4. AsyncWait(9.0)
  5. Rumble { unk1: 19, unk2: 0 }