PM3.02 - Mewtwo - Subaction - SpecialS

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Stats

IASA: 49
Hitboxes active: 12-40
Hitbox set 0 hits: 14
Subaction Index: 0x1d6

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:12-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d

Frame:14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Hitlag Mult SDI Mult Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
0 3 0 11 40 0 20 Normal Unique false false 0 0 true true 1 0

Frames:15-40

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Hitlag Mult SDI Mult Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 3 0 11 40 0 20 Normal Unique false false 0 0 true true 1 0

Scripts

Main

  1. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 6, trajectory: 361, kbg: 100, wdsk: 0, bkb: 60, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 8 })
  2. AsyncWait(5.0)
  3. DefensiveCollision { ty: Reflect, unk: 0, direction: Front }
  4. AsyncWait(11.0)
  5. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 70, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: -1.5, set_action: 61, target: AerialOnly, unk: Some(2) })
  6. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 70, size: 6.25, x_offset: 0.0, y_offset: 0.0, z_offset: -2.0, set_action: 61, target: GroundedOnly, unk: Some(2) })
  7. SyncWait(2.0)
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 70, hitbox_id: 3, set_id: 0, damage: Constant(0.0), trajectory: 20, wdsk: 11, kbg: 0, shield_damage: 0, bkb: 40, size: 7.0, x_offset: 0.0, y_offset: 0.0, z_offset: -10.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, 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: true, unk5: true, flinchless: true })
  9. SyncWait(1.0)
  10. DeleteAllGrabBoxes
  11. SyncWait(15.0)
  12. UnknownEvent { namespace: 0x6, code: 0x18, unk1: 0x0, arguments: [Value(3), Value(0), Value(1)] }
  13. AsyncWait(40.0)
  14. DeleteAllHitBoxes
  15. FrameSpeedModifier { multiplier: 1.625, unk: 0 }
  16. AsyncWait(53.0)
  17. AllowInterrupts

GFX

  1. FloatVariableSet { variable: LongtermAccessFloat (0x40), value: InternalConstantInt(HorizontalCharacterVelocity) }
  2. FloatVariableMultiply { variable: LongtermAccessFloat (0x40), value: 0.7 }
  3. if (not(BoolIsTrue LongtermAccessBool (0x76)))
    1. IfStatementAnd ((InternalConstantInt(PreviousAction) NotEqual scalar(12)))
    2. IfStatementAnd ((InternalConstantInt(PreviousAction) NotEqual scalar(286)))
    3. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
    4. AddVelocity { x_vel: Variable(LongtermAccessFloat(Address(64))), y_vel: Constant(0.75) }
    5. SyncWait(4.0)
    6. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.3) }
    7. SyncWait(4.0)
    8. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.3) }
  4. else
    1. SyncWait(8.0)
  5. BoolVariableSetTrue { variable: LongtermAccessBool (0x76) }
  6. AsyncWait(10.0)
  7. SoundEffect1(9711)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 70, 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: None, terminate_with_animation: false })
  9. FlashEffectOverlay { red: 130, green: 0, blue: 210, alpha: 85 }
  10. SyncWait(1.0)
  11. FlashEffectOverlay { red: 130, green: 0, blue: 210, alpha: 40 }
  12. SyncWait(1.0)
  13. SetColorOfFlashEffectOverlay { transition_time: 10, red: 130, green: 0, blue: 210, alpha: 0 }
  14. SyncWait(10.0)
  15. RemoveFlashEffect

SFX

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(23.0)
    3. Rumble { unk1: 14, unk2: 0 }
    4. AsyncWait(53.0)