PM3.02 - Squirtle - Subaction - AttackLw3

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Stats

IASA: 23
Partially Intangible: 3-5, 11-14
Hitboxes active: 3-5, 11-14
Hitbox set 0 hits: 3, 11
Subaction Index: 0x55

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:3-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 20 0 50 110 Normal Kick 0.5 5 2 3
0 1 2 20 0 50 110 Normal Kick 0.5 5 2 3

Frames:11-14

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 8 45 100 75 Normal Kick 5 5 5
0 1 8 45 100 75 Normal Kick 5 5 5

Scripts

Main

  1. AsyncWait(2.0)
  2. Subroutine(0x225cc)
  3. SoundVoiceLow
  4. SoundEffect1(5588)
  5. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 20, kbg: 50, shield_damage: 5, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 2.23, z_offset: 1.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 20, kbg: 50, shield_damage: 5, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 1.4, z_offset: -2.2954667, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. UnchangeHurtBoxStateSpecific
  10. AsyncWait(10.0)
  11. Subroutine(0x225cc)
  12. SoundEffect1(5588)
  13. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 5, bkb: 45, size: 3.28, x_offset: 0.0, y_offset: 2.23, z_offset: 1.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 5, bkb: 45, size: 3.5, x_offset: 0.0, y_offset: 1.4, z_offset: -2.2954667, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  15. SyncWait(4.0)
  16. DeleteAllHitBoxes
  17. UnchangeHurtBoxStateSpecific

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 28, bone: 0, x_offset: 6.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  2. AsyncWait(7.0)
  3. GraphicEffect(GraphicEffect { graphic: 14, bone: 0, x_offset: 6.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, 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. if ((InternalConstantInt(PreviousAction) Equal scalar(19)))
    1. IfStatementAnd (not(HoldingItem))
    2. ChangeSubactionRestartFrame(AttackSquat)
  2. if (not((InternalConstantInt(ControlStickXAxisRelative) LessThan InternalConstantInt(CrawlControlStickXOffsetMax))))
    1. ChangeSubactionRestartFrame(AttackSquat)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(2), Bool(true)] }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(10.0)
  5. Rumble { unk1: 16, unk2: 0 }
  6. AsyncWait(22.0)
  7. AllowInterrupts