PM3.6 - Ivysaur - Subaction - AttackAirF

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Stats

IASA: 36
Auto Cancel Window: 1-3, 30-38
Auto Cancel Lag: 4
Landing Lag: 20
Landing Lag (L-Cancel): 10
Hitboxes active: 15-19
Hitbox set 0 hits: 15
Subaction Index: 0x63

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:15-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 45 50 361 Grass Punch 6 5
0 1 9 60 50 70 Grass Punch 6 5
0 2 13 60 50 70 Grass Punch 7 7
0 3 13 60 50 80 Grass Punch 7 7

Scripts

Main

  1. FrameSpeedModifier { multiplier: 0.95, unk: 0 }
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. AsyncWait(2.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. AsyncWait(13.0)
  6. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  7. CreateHitBox(HitBoxArguments { bone_index: 42, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 45, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 3.7, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 2.0, y_offset: 0.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 60, size: 3.5, x_offset: 2.75, y_offset: 0.0, z_offset: 2.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 80, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 60, size: 3.5, x_offset: 3.0, y_offset: 0.0, z_offset: 2.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(5.0)
  12. DeleteAllHitBoxes
  13. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  14. AsyncWait(38.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  16. AsyncWait(50.0)
  17. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(12.0)
  2. SoundEffect1(5615)
  3. SyncWait(1.0)
  4. SoundEffect1(5618)
  5. SwordGlow(SwordGlow { color: 100, blur_length: 3, point1_bone: 43, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 45, point2_x_offset: 8.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 45, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
  6. SyncWait(5.0)
  7. DeleteSwordGlow { fade_time: 3 }

Other

  1. AsyncWait(13.0)
  2. Rumble { unk1: 13, unk2: 0 }