PM3.02 - Ivysaur - Subaction - AttackAirN

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 |

Stats

IASA: None
Auto Cancel Window: 1-3, 28-42
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 4-5, 8-9, 12-13, 16-17, 20-21, 24-25, 28-29
Hitbox set 0 hits: 4, 8, 12, 16, 20, 24, 28
Subaction Index: 0x62

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:4-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 110 135 Normal Punch 0.6 2 3
0 1 2 40 0 110 135 Normal Punch 0.6 2 3
0 2 2 40 0 110 225 Normal Punch 0.6 2 3
0 3 2 40 0 110 225 Normal Punch 0.6 2 3

Frames:8-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 110 135 Normal Punch 0.6 2 3
0 1 2 40 0 110 135 Normal Punch 0.6 2 3
0 2 2 40 0 110 225 Normal Punch 0.6 2 3
0 3 2 40 0 110 225 Normal Punch 0.6 2 3

Frames:12-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 110 135 Normal Punch 0.6 2 3
0 1 2 40 0 110 135 Normal Punch 0.6 2 3
0 2 2 40 0 110 225 Normal Punch 0.6 2 3
0 3 2 40 0 110 225 Normal Punch 0.6 2 3

Frames:16-17

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 110 135 Normal Punch 0.6 2 3
0 1 2 40 0 110 135 Normal Punch 0.6 2 3
0 2 2 40 0 110 225 Normal Punch 0.6 2 3
0 3 2 40 0 110 225 Normal Punch 0.6 2 3

Frames:20-21

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 110 135 Normal Punch 0.6 2 3
0 1 2 40 0 110 135 Normal Punch 0.6 2 3
0 2 2 40 0 110 225 Normal Punch 0.6 2 3
0 3 2 40 0 110 225 Normal Punch 0.6 2 3

Frames:24-25

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 110 135 Normal Punch 0.6 2 3
0 1 2 40 0 110 135 Normal Punch 0.6 2 3
0 2 2 40 0 110 225 Normal Punch 0.6 2 3
0 3 2 40 0 110 225 Normal Punch 0.6 2 3

Frames:28-29

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 4 10 190 361 Normal Punch 2 3 8
0 1 4 10 190 361 Normal Punch 2 3 8
0 2 4 10 190 361 Normal Punch 2 3 8

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 6 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 135, wdsk: 40, kbg: 110, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 2.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, 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: 135, wdsk: 40, kbg: 110, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 0.5, z_offset: 3.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 225, wdsk: 40, kbg: 110, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 8.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 225, wdsk: 40, kbg: 110, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 8.0, z_offset: 2.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
    7. SyncWait(2.0)
  4. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  5. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 190, shield_damage: 0, bkb: 10, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 190, shield_damage: 0, bkb: 10, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 190, shield_damage: 0, bkb: 10, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(2.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(34.0)

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(3.0)
  2. SoundVoiceLow
  3. SoundEffect1(5626)
  4. SyncWait(1.0)
  5. SoundEffect1(112)
  6. SyncWait(9.0)
  7. SoundEffect1(5626)
  8. SyncWait(1.0)
  9. SoundEffect1(112)
  10. AsyncWait(26.0)
  11. SoundEffect1(57)

Other

  1. AsyncWait(4.0)
  2. RumbleLoop { unk1: 2, unk2: 30 }