PM3.6 - Ivysaur - Subaction - AttackLw4

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Stats

IASA: None
Hitboxes active: 7-8
Hitbox set 0 hits: 7
Subaction Index: 0x60

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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 40 65 22 Grass Punch 8 7
0 1 14 40 65 22 Grass Punch 8 7
0 2 14 40 65 22 Grass Punch 8 7
0 3 12 40 65 22 Grass Punch 7 6
0 4 12 40 65 22 Grass Punch 7 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.34, unk: 0 }
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. AsyncWait(8.0)
  4. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 22, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, 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: 2, 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: 43, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 22, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 40, size: 5.0, 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: 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 22, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 40, size: 5.0, 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: 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 22, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 40, size: 5.0, 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: 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: 52, hitbox_id: 4, set_id: 0, damage: Constant(12.0), trajectory: 22, wdsk: 0, kbg: 65, shield_damage: 0, bkb: 40, size: 5.0, 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: 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 })
  10. SyncWait(2.0)
  11. DeleteAllHitBoxes

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 15, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.55, 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: false })
  3. AsyncWait(5.0)
  4. 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 })
  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(4.0)
  7. DeleteSwordGlow { fade_time: 3 }

SFX

  1. AsyncWait(7.0)
  2. SoundEffectStop(105)
  3. SoundVoiceLow
  4. SoundEffect1(5618)
  5. SoundEffect1(58)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(8.0)
  3. Rumble { unk1: 13, unk2: 0 }