PM3.02 - Squirtle - Subaction - SpecialLwAerial

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Stats

IASA: None
Auto Cancel Window: 24-50
Auto Cancel Lag: 4
Hitboxes active: 11-13, 16-18, 21-25
Hitbox set 0 hits: 11, 16, 21
Subaction Index: 0x1e3

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:11-13

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Absorbable Shieldstun Hitlag Targets
0 0 3 20 100 35 Trip Burn AD false true 3 3
0 1 3 20 100 360 Water Burn AD false true 3 3

Frames:16-18

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Absorbable Shieldstun Hitlag Targets
0 0 3 20 100 35 Trip Burn AD false true 3 3
0 1 3 20 100 360 Water Burn AD false true 3 3

Frames:21-25

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Absorbable Shieldstun Hitlag Targets
0 0 3 20 100 35 Trip Burn AD false true 3 3
0 1 3 20 100 360 Water Burn AD false true 3 3

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. AsyncWait(8.0)
  3. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  4. ResetVerticalVelocityAndAcceleration(true)
  5. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(1.0) }
  6. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 1, 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: 0.4, randomize: None, terminate_with_animation: false })
  8. loop 3 times:
    1. DeleteAllHitBoxes
    2. SyncWait(2.0)
    3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 35, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.5, x_offset: 0.0, y_offset: -7.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Trip, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: true, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 360, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.5, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, 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: true, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    5. SyncWait(3.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  10. SyncWait(2.0)
  11. DeleteAllHitBoxes

GFX

  1. Goto(SpecialLwGrounded GFX 0x21b44)

SFX

  1. Goto(SpecialLwGrounded SFX 0x2171c)

Other

  1. Rumble { unk1: 13, unk2: 0 }