PM3.6 - Ivysaur - Subaction - AttackS3S

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Stats

IASA: 36
Hitboxes active: 5, 7, 9, 11, 13-14
Hitbox set 0 hits: 5, 7, 9, 11, 13
Subaction Index: 0x50

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:5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 50 200 Grass Slash 2 3
0 1 2 20 0 50 10 Grass Slash 2 3
0 2 2 20 0 50 200 Grass Slash 2 3
0 3 2 30 0 50 200 Grass Slash 2 3
0 4 2 30 0 50 200 Grass Slash 2 3

Frame:7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 50 200 Grass Slash 2 3
0 1 2 20 0 50 10 Grass Slash 2 3
0 2 2 20 0 50 200 Grass Slash 2 3
0 3 2 30 0 50 200 Grass Slash 2 3
0 4 2 30 0 50 200 Grass Slash 2 3

Frame:9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 50 200 Grass Slash 2 3
0 1 2 20 0 50 10 Grass Slash 2 3
0 2 2 20 0 50 200 Grass Slash 2 3
0 3 2 30 0 50 200 Grass Slash 2 3
0 4 2 30 0 50 200 Grass Slash 2 3

Frame:11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 50 200 Grass Slash 2 3
0 1 2 20 0 50 10 Grass Slash 2 3
0 2 2 20 0 50 200 Grass Slash 2 3
0 3 2 30 0 50 200 Grass Slash 2 3
0 4 2 30 0 50 200 Grass Slash 2 3

Frames:13-14

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 5 20 130 361 Grass Punch 4 4 4
0 1 5 20 130 361 Grass Punch 4 4 4
0 2 5 20 130 361 Grass Punch 4 4 4

Scripts

Main

  1. AsyncWait(4.0)
  2. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 10, wdsk: 20, kbg: 50, shield_damage: 0, bkb: 0, size: 2.5, x_offset: 0.0, y_offset: 6.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 200, wdsk: 20, kbg: 50, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 200, wdsk: 20, kbg: 50, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 4.0, z_offset: 5.3, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 200, wdsk: 30, kbg: 50, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 3.0, z_offset: 11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 4, set_id: 0, damage: Constant(2.0), trajectory: 200, wdsk: 30, kbg: 50, shield_damage: 0, bkb: 0, size: 2.5, x_offset: 0.0, y_offset: 2.0, z_offset: 15.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    6. SyncWait(1.0)
    7. DeleteAllHitBoxes
    8. SyncWait(1.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 4, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 3.0, z_offset: 10.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 4, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 4.0, z_offset: 2.3, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 53, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 4, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 2.0, z_offset: 15.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(35.0)
  9. AllowInterrupts

GFX

  1. if ((LongtermAccessInt(CostumeID) Equal scalar(3)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(5)))
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 17, bone: 30, 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: 1.0, randomize: None, terminate_with_animation: true })
  2. else
    1. if ((LongtermAccessInt(CostumeID) Equal scalar(1)))
      1. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(6)))
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 18, bone: 30, 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: 1.0, randomize: None, terminate_with_animation: true })
    2. else
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 32, graphic: 8, bone: 30, 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: 1.0, randomize: None, terminate_with_animation: true })
  3. AsyncWait(2.0)
  4. Subroutine(0x26f44)
  5. AsyncWait(4.0)
  6. GraphicEffect(GraphicEffect { graphic: 14, 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: 1.0, 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 })
  7. AsyncWait(17.0)
  8. Subroutine(0x26f44)

SFX

  1. AsyncWait(4.0)
  2. loop 5 times:
    1. SoundEffect1(5622)
    2. SyncWait(1.0)
    3. SoundEffect1(5619)
    4. SyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }
  4. AsyncWait(4.0)
  5. RumbleLoop { unk1: 2, unk2: 28 }
  6. AsyncWait(22.0)
  7. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }