PM3.02 - Pit - Subaction - CatchTurn

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Stats

IASA: None
Hitboxes active: 9-10
Subaction Index: 0x6e

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:9-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
0 2 Grab set action: 0x3d

Scripts

Main

  1. AsyncWait(3.0)
  2. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 2 }
  3. AsyncWait(8.0)
  4. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 3.28, x_offset: 0.0, y_offset: 8.0, z_offset: -11.0, set_action: 61, target: AerialAndGrounded, unk: None })
  5. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 2.87, x_offset: 0.0, y_offset: 8.05, z_offset: -5.794133, set_action: 61, target: AerialAndGrounded, unk: None })
  6. CreateGrabBox(GrabBoxArguments { hitbox_id: 2, bone_index: 0, size: 2.23, x_offset: 0.0, y_offset: 7.52, z_offset: -1.4976, set_action: 61, target: AerialAndGrounded, unk: None })
  7. Subroutine(External: gameAnimCmd_CaptureCutCommon)
  8. SyncWait(2.0)
  9. DeleteAllGrabBoxes
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

    SFX

    1. AsyncWait(5.0)
    2. SoundEffect1(109)
    3. SyncWait(4.0)
    4. SoundEffectStop(109)

    Other

    1. SlopeContourStand { leg_bone_parent: 4 }
    2. AsyncWait(8.0)
    3. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }