PM3.6 - Mewtwo - Subaction - SpecialNMax

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Stats

IASA: None
Hitboxes active: 1-3
Hitbox set 0 hits: 1
Subaction Index: 0x1d2

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:1-3

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 1 10 100 80 Electric Unknown(56) false 2 3

Scripts

Main

  1. loop Infinite times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 5.0, x_offset: 0.0, y_offset: 12.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Unknown(56), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, 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: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, 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 })
    2. SyncWait(3.0)
    3. DeleteAllHitBoxes
    4. SyncWait(2.0)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 143, graphic: 8, bone: 36, 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: 0.8, randomize: None, terminate_with_animation: false })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 143, graphic: 9, bone: 61, 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: 0.8, randomize: None, terminate_with_animation: false })
  3. loop Infinite times:
    1. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2228232), Bool(true), Bool(true)] }
    2. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(2228233), Bool(true), Bool(true)] }
    3. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -8.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 10.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    4. FlashEffectLight { red: 240, green: 160, blue: 255, alpha: 255, light_source_x: -135.0, light_source_y: -10.0 }
    5. SyncWait(1.0)
    6. SetColorOfFlashEffectLight { transition_time: 8, red: 240, green: 160, blue: 255, alpha: 100 }
    7. SyncWait(8.0)
    8. RemoveFlashEffect
    9. SyncWait(1.0)

SFX

  1. SoundEffectTransient(5775)
  2. SoundEffectTransient(5775)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. RumbleLoop { unk1: 2, unk2: 78 }
  4. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  5. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
  6. Goto(SpecialNMax Other 0x5d88)