PM3.02 - Mewtwo - Subaction - AttackAirN

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Stats

IASA: 42
Auto Cancel Window: 1-4, 39-55
Auto Cancel Lag: 2
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 5-6, 9-10, 13-14, 17-18, 21-22, 25-26, 29-30, 33-34, 37-38
Hitbox set 0 hits: 5, 9, 13, 17, 21, 25, 29, 33, 37
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:5-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 20 100 160 Electric Kick 2 3
0 1 2 20 20 100 160 Electric Kick 2 3
0 2 1 40 20 100 110 Electric Kick 2 3
0 3 1 40 20 100 110 Electric Kick 2 3

Frames:9-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 20 100 160 Electric Kick 2 3
0 1 2 20 20 100 160 Electric Kick 2 3
0 2 1 40 20 100 110 Electric Kick 2 3
0 3 1 40 20 100 110 Electric Kick 2 3

Frames:13-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 20 100 160 Electric Kick 2 3
0 1 2 20 20 100 160 Electric Kick 2 3
0 2 1 40 20 100 110 Electric Kick 2 3
0 3 1 40 20 100 110 Electric Kick 2 3

Frames:17-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 20 100 160 Electric Kick 2 3
0 1 2 20 20 100 160 Electric Kick 2 3
0 2 1 40 20 100 110 Electric Kick 2 3
0 3 1 40 20 100 110 Electric Kick 2 3

Frames:21-22

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 20 100 160 Electric Kick 2 3
0 1 2 20 20 100 160 Electric Kick 2 3
0 2 1 40 20 100 110 Electric Kick 2 3
0 3 1 40 20 100 110 Electric Kick 2 3

Frames:25-26

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 20 100 160 Electric Kick 2 3
0 1 2 20 20 100 160 Electric Kick 2 3
0 2 1 40 20 100 110 Electric Kick 2 3
0 3 1 40 20 100 110 Electric Kick 2 3

Frames:29-30

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 20 100 160 Electric Kick 2 3
0 1 2 20 20 100 160 Electric Kick 2 3
0 2 1 40 20 100 110 Electric Kick 2 3
0 3 1 40 20 100 110 Electric Kick 2 3

Frames:33-34

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 20 100 160 Electric Kick 2 3
0 1 2 20 20 100 160 Electric Kick 2 3
0 2 1 40 20 100 110 Electric Kick 2 3
0 3 1 40 20 100 110 Electric Kick 2 3

Frames:37-38

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 70 80 361 Electric Shock 3 4

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 8 times:
    1. SoundEffect1(117)
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 160, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 20, size: 2.34, x_offset: 0.0, y_offset: 9.766, z_offset: 4.3, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 160, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 20, size: 2.34, x_offset: 0.0, y_offset: 9.76, z_offset: -6.25, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 20, size: 2.34, x_offset: 0.0, y_offset: 0.78, z_offset: 4.3, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 110, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 20, size: 2.34, x_offset: 0.0, y_offset: 0.78, z_offset: -6.25, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: true, unk6: 0 })
    6. SyncWait(2.0)
    7. DeleteAllHitBoxes
    8. SyncWait(2.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 70, size: 11.0, x_offset: 0.0, y_offset: 7.03, z_offset: -1.95, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(36.0)
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  9. AsyncWait(41.0)
  10. AllowInterrupts
  11. Subroutine(0x25a64)

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 106, bone: 0, x_offset: -0.5, y_offset: 5.75, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 86, bone: 0, x_offset: -0.5, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.25, randomize: None, terminate_with_animation: true })
  4. loop 12 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: -2, 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: 0.8, randomize: None, terminate_with_animation: false })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: -2, 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: 0.35, randomize: None, terminate_with_animation: false })
    3. SyncWait(2.0)

SFX

  1. Subroutine(0x29878)
  2. DisableInterruptGroup(AirDodge)
  3. AsyncWait(4.0)
  4. SoundVoiceLow
  5. Goto(0x9019c168)

Other

  1. AsyncWait(4.0)
  2. RumbleLoop { unk1: 16, unk2: 0 }
  3. loop 5 times:
    1. FlashEffectOverlay { red: 130, green: 0, blue: 210, alpha: 85 }
    2. SyncWait(2.0)
    3. FlashEffectOverlay { red: 250, green: 0, blue: 200, alpha: 75 }
    4. SyncWait(2.0)
    5. RemoveFlashEffect
    6. SyncWait(2.0)