PM3.02 - Squirtle - Subaction - AttackHi3

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Stats

IASA: 22
Hitboxes active: 5-8
Hitbox set 0 hits: 5
Subaction Index: 0x54

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:5-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 25 110 89 Normal Punch 5 5
0 1 7 25 110 89 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 89, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 25, size: 5.1, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 89, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 25, size: 5.45, x_offset: 0.0, y_offset: 2.0999832, z_offset: 0.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(8.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(21.0)
  7. Subroutine(0x20aac)

GFX

  1. AsyncWait(3.0)
  2. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, 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: 1.0, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })

SFX

  1. AsyncWait(4.0)
  2. SoundVoiceLow
  3. SoundEffect1(5590)
  4. SyncWait(10.0)
  5. SoundEffect1(5546)

Other

  1. AsyncWait(5.0)
  2. Rumble { unk1: 17, unk2: 0 }