PM3.6 - Ivysaur - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-2, 27-37
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 8-10
Hitbox set 0 hits: 8
Subaction Index: 0x66

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:8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 50 149 270 Flower Unknown(64) 5 5

Frames:9-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 32 92 50 Grass Burn 6 6

Scripts

Main

  1. Subroutine(0x226c4)
  2. AsyncWait(2.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(7.0)
  5. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  6. if ((InternalConstantInt(ControlStickYAxis) GreaterThan scalar(-0.7)))
    1. if ((InternalConstantInt(VerticalCharacterVelocity) LessThan scalar(0)))
      1. ResetVerticalVelocityAndAcceleration(true)
      2. ResetVerticalVelocityAndAcceleration(false)
      3. if ((LongtermAccessInt (0x4b) LessThanOrEqual scalar(0)))
        1. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.7) }
    2. IntVariableIncrement { variable: LongtermAccessInt (0x4b) }
    3. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.16) }
  7. else
    1. ResetVerticalVelocityAndAcceleration(true)
    2. ResetVerticalVelocityAndAcceleration(false)
    3. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.16) }
  8. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 270, wdsk: 0, kbg: 149, shield_damage: 0, bkb: 50, size: 3.5, x_offset: 0.0, y_offset: -4.0, 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 })
  10. SyncWait(1.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 50, wdsk: 0, kbg: 92, shield_damage: 0, bkb: 32, size: 8.5, x_offset: 0.0, y_offset: -6.0, 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 })
  12. DeleteHitBox(1)
  13. SyncWait(2.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(12.0)
  16. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  17. AsyncWait(40.0)
  18. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(7.0)
  2. if ((LongtermAccessInt(CostumeID) Equal scalar(3)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(5)))
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 25, bone: 0, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.96, randomize: None, terminate_with_animation: false })
  3. else
    1. if ((LongtermAccessInt(CostumeID) Equal scalar(1)))
      1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(6)))
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 26, bone: 0, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.96, randomize: None, terminate_with_animation: false })
    2. else
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 3, bone: 0, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.96, randomize: None, terminate_with_animation: false })
  4. SoundEffect1(5632)
  5. Subroutine(0x205c4)

SFX

  1. Goto(0x9019c168)

Other

  1. AsyncWait(7.0)
  2. ScreenShake { magnitude: 0 }
  3. Rumble { unk1: 19, unk2: 0 }