PM3.02 - Squirtle - Subaction - SpecialSHiEnd

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Stats

IASA: None
Hitboxes active: 3-8
Hitbox set 0 hits: 3
Subaction Index: 0x1df

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:3

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Rehit Rate Shieldstun Hitlag Targets
0 0 15 40 110 80 Normal Unknown(136) MD 8 60 8 7

Frame:4

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shield Dmg Rehit Rate Shieldstun Hitlag Targets
0 0 15 40 110 80 Normal Unknown(136) MD true 1 8 60 8 7
0 1 9 40 90 361 Water Unknown(72) AP false 1.2 0 0 6 7
0 2 9 40 90 361 Water Unknown(72) AP false 1.2 0 0 6 7

Frame:5

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Rehit Rate Shieldstun Hitlag Targets
0 0 15 40 110 80 Normal Unknown(136) MD 8 60 8 7

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 80, wdsk: 0, kbg: 110, shield_damage: 8, bkb: 40, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(136), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 60, 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 })
  3. SyncWait(1.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 3.0, x_offset: 0.0, y_offset: 2.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 3.0, x_offset: 0.0, y_offset: 2.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  6. SyncWait(1.0)
  7. DeleteHitBox(1)
  8. DeleteHitBox(2)
  9. SyncWait(1.0)
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 3.0, 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: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDirReverse, unk1: true, stretches_to_bone: true, unk2: true, can_hit1: true, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: true, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: true, can_hit10: false, can_hit11: false, can_hit12: false, can_hit13: true, enabled: false, unk3: 1, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  11. AsyncWait(8.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(21.0)
  14. LedgeGrabEnable(EnableInFrontAndBehind)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 5, bone: 0, x_offset: -8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -15.0, scale: 0.5, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 31, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 180.0, y_rotation: 225.0, z_rotation: 0.0, scale: 1.0499834, randomize: None, terminate_with_animation: true })
  3. SyncWait(12.0)
  4. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2031622), Bool(false), Bool(false)] }

SFX

  1. SoundEffectVictory(5564)
  2. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 80.0 }
  3. AsyncWait(4.0)
  4. Armor { armor_type: None, tolerance: 0.0 }

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  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. ScreenShake { magnitude: 1 }
  6. Rumble { unk1: 14, unk2: 0 }
  7. AsyncWait(25.0)
  8. ItemVisibility(true)
  9. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(1)] }
  10. UnknownEvent { namespace: 0x1f, code: 0x10, unk1: 0x0, arguments: [Bool(true), Value(2)] }