PM3.6 - Ivysaur - Subaction - AttackAirHi

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Stats

IASA: None
Auto Cancel Window: 29-37
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Partially Intangible: 9-37
Hitboxes active: 9-28
Hitbox set 0 hits: 9
Subaction Index: 0x65

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:9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 50 175 83 Flower Unknown(64) 5 5

Frame:10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 32 110 70 Grass Burn 6 6

Frames:11-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 25 80 281 Normal Kick 4 4
0 1 6 25 80 281 Normal Kick 4 4

Frames:15-28

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 25 80 270 Normal Kick 4 4
0 1 6 25 80 270 Normal Kick 4 4

Scripts

Main

  1. Subroutine(0x226c4)
  2. FrameSpeedModifier { multiplier: 1.43, unk: 0 }
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(11.0)
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 83, wdsk: 0, kbg: 175, shield_damage: 0, bkb: 50, size: 3.25, x_offset: 0.0, y_offset: 10.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flower, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, 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: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, 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. DisableMovement(DisableVertical)
  7. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  8. ResetVerticalVelocityAndAcceleration(true)
  9. ResetVerticalVelocityAndAcceleration(false)
  10. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(-3.0) }
  11. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  12. ChangeHurtBoxStateSpecific { bone: 33, state: IntangibleFlashing }
  13. SyncWait(1.0)
  14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 70, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 32, size: 9.25, x_offset: 0.0, y_offset: 15.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: true, unk6: 0 })
  15. SyncWait(1.0)
  16. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 281, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 25, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: -3.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  17. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 281, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 25, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  18. SyncWait(5.6)
  19. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 270, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 25, size: 4.25, x_offset: 0.0, y_offset: 6.0, z_offset: -3.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  20. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 270, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 25, size: 4.25, x_offset: 0.0, y_offset: 6.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  21. AsyncWait(40.0)
  22. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  23. DeleteAllHitBoxes

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: -1.0, y_offset: 12.0, 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 })
  3. AsyncWait(10.0)
  4. if ((LongtermAccessInt(CostumeID) Equal scalar(3)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(5)))
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 23, bone: 0, x_offset: 0.0, y_offset: -1.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.81, randomize: None, terminate_with_animation: false })
  5. else
    1. if ((LongtermAccessInt(CostumeID) Equal scalar(1)))
      1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(6)))
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 24, bone: 0, x_offset: 0.0, y_offset: -1.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.81, randomize: None, terminate_with_animation: false })
    2. else
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 2, bone: 0, x_offset: 0.0, y_offset: -1.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.81, randomize: None, terminate_with_animation: false })
  6. AsyncWait(11.0)
  7. SoundEffect1(5632)
  8. Subroutine(0x205c4)

SFX

  1. Goto(0x9019c168)

Other

  1. AsyncWait(11.0)
  2. ScreenShake { magnitude: 0 }
  3. Rumble { unk1: 19, unk2: 0 }
  4. AsyncWait(12.0)