PM3.02 - Pikachu - Subaction - AttackAirF

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Stats

IASA: None
Auto Cancel Window: 1-9, 35-40
Auto Cancel Lag: 4
Landing Lag: 23
Landing Lag (L-Cancel): 11
Hitboxes active: 10-12, 14-16, 18-20, 22-24, 26-27
Hitbox set 0 hits: 10, 14, 18, 22, 26
Subaction Index: 0x63

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:10-12

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 20 74 Electric Shock 0.8 2 3
0 1 2 40 20 74 Electric Shock 0.8 2 3
0 2 2 40 20 74 Electric Shock 0.8 2 3

Frames:14-16

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 20 74 Electric Shock 0.8 2 3
0 1 2 40 20 74 Electric Shock 0.8 2 3
0 2 2 40 20 74 Electric Shock 0.8 2 3

Frames:18-20

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 20 74 Electric Shock 0.8 2 3
0 1 2 40 20 74 Electric Shock 0.8 2 3
0 2 2 40 20 74 Electric Shock 0.8 2 3

Frames:22-24

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 20 74 Electric Shock 0.8 2 3
0 1 2 40 20 74 Electric Shock 0.8 2 3
0 2 2 40 20 74 Electric Shock 0.8 2 3

Frames:26-27

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 3 70 90 361 Electric Shock 1.15 3 4
0 1 3 70 90 361 Electric Shock 1.15 3 4
0 2 3 70 90 361 Electric Shock 1.15 3 4

Scripts

Main

  1. AsyncWait(9.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 74, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 5.75, x_offset: 0.0, y_offset: 1.0, z_offset: 0.45, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.8, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 74, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: 3.0, z_offset: 0.45, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.8, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 74, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.8, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(3.0)
    5. DeleteAllHitBoxes
    6. SyncWait(1.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 5.75, x_offset: 0.0, y_offset: 1.0, z_offset: 0.45, tripping_rate: 0.0, hitlag_mult: 1.15, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 5.5, x_offset: 0.0, y_offset: 3.0, z_offset: 0.45, tripping_rate: 0.0, hitlag_mult: 1.15, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 5.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.15, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. SyncWait(7.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 8, graphic: 1, bone: 0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 0.5, randomize: None, terminate_with_animation: false })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 8, graphic: 3, bone: 33, 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: true })
  4. AsyncWait(9.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 8, graphic: 4, bone: 0, x_offset: 8.5, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, randomize: None, terminate_with_animation: true })
  6. AsyncWait(18.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 8, graphic: 4, bone: 0, x_offset: 8.5, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, randomize: None, terminate_with_animation: true })
  8. AsyncWait(25.0)
  9. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(524291), Bool(false), Bool(false)] }

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(3297)
  3. Goto(0x9019c168)

Other

  1. AsyncWait(9.0)
  2. RumbleLoop { unk1: 2, unk2: 18 }