PM3.02 - Squirtle - Subaction - Attack11
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
Stats
IASA: |
16 |
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 |
WDSK |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
3 |
20 |
0 |
100 |
70 |
Normal |
Burn |
AD |
3 |
3 |
|
0 |
1 |
3 |
20 |
0 |
100 |
70 |
Normal |
Burn |
AD |
3 |
3 |
|
0 |
2 |
3 |
20 |
0 |
100 |
70 |
Normal |
Burn |
AD |
3 |
3 |
|
Scripts
Main
- SoundEffect1(5591)
- AsyncWait(1.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 3.76, z_offset: 10.28, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, 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: false, unk5: false, flinchless: false })
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, x_offset: 0.0, y_offset: 3.76, z_offset: 8.46, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, 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: false, unk5: false, flinchless: false })
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, x_offset: 0.0, y_offset: 3.76, z_offset: 5.64, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, 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: false, unk5: false, flinchless: false })
- AsyncWait(3.0)
- DeleteAllHitBoxes
- AsyncWait(5.0)
- BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
GFX
- AsyncWait(1.0)
- Subroutine(0x9019d080)
SFX
- AsyncWait(15.0)
- AllowInterrupts
Other
- SlopeContourStand { leg_bone_parent: 1 }
- AsyncWait(3.0)
- Rumble { unk1: 16, unk2: 0 }
- AsyncWait(13.0)
- SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }