PM3.6 - Ivysaur - Subaction - AttackLw3

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |

Stats

IASA: 32
Hitboxes active: 8-9, 12-14
Hitbox set 0 hits: 8, 12
Subaction Index: 0x55

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:8-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 30 0 100 30 Grass Punch 2 3
0 1 2 30 0 100 30 Grass Punch 2 3
0 2 2 30 0 100 30 Grass Punch 2 3
0 3 3 30 0 150 270 Grass Punch 3 3
0 4 3 30 0 75 30 Grass Punch 3 3

Frames:12-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 35 100 361 Grass Punch 4 4
0 1 5 35 100 361 Grass Punch 4 4
0 2 5 50 100 100 Grass Punch 4 4
0 3 5 50 100 100 Grass Punch 4 4

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  2. AsyncWait(7.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 30, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 4.5, x_offset: -2.0, y_offset: 0.0, z_offset: 0.0, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 30, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: -3.0, y_offset: 0.0, z_offset: 0.0, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 51, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 30, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: -3.0, y_offset: 0.0, z_offset: 0.0, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 30, kbg: 150, shield_damage: 0, bkb: 0, size: 4.0, x_offset: -3.0, y_offset: 0.0, z_offset: 0.0, 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: false, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 4, set_id: 0, damage: Constant(3.0), trajectory: 30, wdsk: 30, kbg: 75, shield_damage: 0, bkb: 0, size: 4.0, x_offset: -3.0, y_offset: 0.0, z_offset: 0.0, 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: false, aerial: true, unk4: 0, sse_type: Whip, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(2.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(11.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 42, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 35, size: 6.0, x_offset: 1.0, y_offset: 2.5, z_offset: 0.0, 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 })
  12. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 35, size: 4.0, x_offset: 3.5, y_offset: 2.5, z_offset: 0.0, 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 })
  13. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 100, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 3.0, y_offset: 2.5, z_offset: 0.0, 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 })
  14. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 100, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 2.0, y_offset: 2.5, z_offset: 0.0, 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 })
  15. SyncWait(3.0)
  16. DeleteAllHitBoxes
  17. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  18. AsyncWait(39.0)
  19. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. SwordGlow(SwordGlow { color: 100, blur_length: 3, point1_bone: 50, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 52, point2_x_offset: -8.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 52, 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 })
  3. SyncWait(3.0)
  4. DeleteSwordGlow { fade_time: 3 }
  5. SyncWait(1.0)
  6. 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 })
  7. SyncWait(3.0)
  8. DeleteSwordGlow { fade_time: 3 }

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(5623)
  3. SyncWait(4.0)
  4. SoundEffect1(5624)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 0, unk2: 0 }
  4. AsyncWait(11.0)
  5. Rumble { unk1: 16, unk2: 0 }