PM3.02 - Ivysaur - Subaction - AttackHi3

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Stats

IASA: 29
Hitboxes active: 9-15
Hitbox set 0 hits: 9
Subaction Index: 0x54

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:9-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 60 78 90 Normal Kick 6 5
0 1 8 60 78 80 Normal Kick 5 5
0 2 8 60 78 80 Normal Kick 5 5

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  2. AsyncWait(8.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 78, shield_damage: 0, bkb: 60, size: 3.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, 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: 50, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 78, shield_damage: 0, bkb: 60, size: 4.5, x_offset: 0.0, y_offset: 0.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 78, shield_damage: 0, bkb: 60, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, 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 })
  6. AsyncWait(15.0)
  7. DeleteAllHitBoxes
  8. FrameSpeedModifier { multiplier: 1.6, unk: 0 }
  9. AsyncWait(35.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(9.0)
  2. GraphicEffect(GraphicEffect { graphic: 37, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, 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 })
  3. AsyncWait(30.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 8, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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(2.0)
  2. SoundVoiceLow
  3. SoundEffect1(5619)
  4. SyncWait(6.0)
  5. SoundEffect1(5618)
  6. SyncWait(8.0)
  7. SoundEffect1(5626)
  8. SyncWait(27.0)
  9. SoundEffect1(5707)
  10. SyncWait(5.0)
  11. SoundEffect1(5705)

Other

  1. AsyncWait(10.0)
  2. Rumble { unk1: 12, unk2: 0 }
  3. AsyncWait(30.0)
  4. SlopeContourStand { leg_bone_parent: 1 }