PM3.02 - Squirtle - Subaction - AttackAirF

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Stats

IASA: None
Auto Cancel Window: 1-4, 25-32
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 5-11
Hitbox set 0 hits: 5
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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shieldstun Hitlag Targets
0 0 13 35 100 361 Normal MagicZap AD 1.02 7 7
0 1 13 35 100 361 Normal MagicZap AD 1.02 7 7

Frames:7-11

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 7 35 100 361 Normal MagicZap AD 5 5
0 1 7 35 100 361 Normal MagicZap MD 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 35, size: 4.6, x_offset: -2.0010667, y_offset: 0.8, z_offset: 0.3, tripping_rate: 0.0, hitlag_mult: 1.02, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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 })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 35, size: 3.6, x_offset: 0.0, y_offset: 4.7, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.02, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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 })
  5. SyncWait(2.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 35, size: 4.0, x_offset: -2.0010667, y_offset: 0.8, z_offset: 0.3, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, 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 })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 35, size: 3.2, x_offset: 0.0, y_offset: 4.7, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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 })
  8. AsyncWait(11.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(24.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(4.0)

SFX

  1. AsyncWait(1.0)
  2. SoundVoiceLow
  3. SoundEffect1(5588)
  4. Goto(0x9019c168)

Other

  1. AsyncWait(4.0)
  2. Rumble { unk1: 17, unk2: 0 }