PM3.02 - Squirtle - Subaction - AttackAirN

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Stats

IASA: 33
Auto Cancel Window: 1-5, 29-38
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 6-22
Hitbox set 0 hits: 6
Subaction Index: 0x62

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:6-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 0 100 25 Water Splash 6 6

Frames:11-22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 0 100 361 Water Splash 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. Subroutine(0x2047c)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(5.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 25, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, 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: Water, unk1: false, sound_level: 1, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(5.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 3.4, 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: Water, unk1: false, sound_level: 1, unk2: false, sound: Splash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: true, direct: true, unk6: 0 })
  8. RemoveFlashEffect
  9. Subroutine(0x230ac)
  10. AsyncWait(32.0)
  11. Subroutine(0x20aac)

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 11, bone: 0, x_offset: 0.0, y_offset: 4.75, z_offset: 0.0, x_rotation: 0.0, y_rotation: 45.0, z_rotation: 0.0, scale: 0.7, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 11, bone: 0, x_offset: 0.0, y_offset: 3.25, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, randomize: None, terminate_with_animation: true })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.9, randomize: None, terminate_with_animation: true })
  5. Goto(0x9019c168)

SFX

  1. AsyncWait(2.0)
  2. SoundVoiceLow
  3. SoundEffect1(5521)
  4. SyncWait(2.0)
  5. SoundEffect1(109)
  6. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 140.0 }
  7. SoundEffect1(5520)
  8. SyncWait(5.0)
  9. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  10. SoundEffect1(5590)
  11. SyncWait(5.0)
  12. SoundEffect1(109)
  13. SyncWait(5.0)
  14. SoundEffect1(5590)
  15. SyncWait(5.0)
  16. SoundEffect1(109)

Other

  1. AsyncWait(2.0)
  2. ItemVisibility(false)
  3. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  4. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(false), Value(2)] }
  5. AsyncWait(6.0)
  6. Rumble { unk1: 12, unk2: 0 }
  7. AsyncWait(12.0)
  8. Rumble { unk1: 12, unk2: 0 }
  9. AsyncWait(20.0)
  10. Rumble { unk1: 12, unk2: 0 }
  11. AsyncWait(22.0)
  12. ItemVisibility(true)
  13. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(1)] }
  14. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(2)] }