PM3.02 - Pikachu - Subaction - Attack11

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Stats

IASA: 17
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x48

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:2-3

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 7 50 -360 Normal Punch 2 3
0 1 2 7 50 -360 Normal Punch 2 3

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: -360, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 7, size: 4.32, x_offset: 0.0, y_offset: 1.94, z_offset: 0.45, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: -360, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 7, size: 2.66, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: false, direct: true, unk6: 0 })
  5. AsyncWait(3.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(4.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool (0x1d) }
  9. AsyncWait(16.0)
  10. AllowInterrupts

GFX

    SFX

    1. AsyncWait(1.0)
    2. SoundEffect1(53)
    3. Subroutine(0x9019d080)

    Other

    1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
    2. AsyncWait(2.0)
    3. Rumble { unk1: 20, unk2: 0 }
    4. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 10 }