PM3.02 - Squirtle - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 1-50
Hitbox set 0 hits: 1
Subaction Index: 0x3e

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:1-49

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 7 30 90 45 Normal Unknown(136) MD false 5 5

Scripts

Main

  1. SyncWait(3.0)
  2. SoundEffect1(5545)
  3. ResetVerticalVelocityAndAcceleration(true)
  4. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  5. Subroutine(0x228f4)
  6. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }

GFX

  1. Goto(JumpF GFX 0x75d8)

SFX

  1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 45, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 0.0, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(136), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: false, 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 })

Other

  1. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  2. Goto(SpecialS_1 Other 0x69e0)