PM3.6 - Snake - Subaction - CatchTurn

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Stats

IASA: None
Hitboxes active: 9-10
Subaction Index: 0x6e

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:9-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
0 2 Grab set action: 0x3d

Scripts

Main

  1. AsyncWait(8.0)
  2. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 3.6, x_offset: 0.0, y_offset: 8.77, z_offset: -14.085, set_action: 61, target: AerialAndGrounded, unk: None })
  3. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 3.6, x_offset: 0.0, y_offset: 8.77, z_offset: -10.3, set_action: 61, target: AerialAndGrounded, unk: None })
  4. CreateGrabBox(GrabBoxArguments { hitbox_id: 2, bone_index: 0, size: 3.6, x_offset: 0.0, y_offset: 8.77, z_offset: -6.5, set_action: 61, target: AerialAndGrounded, unk: None })
  5. Subroutine(External: gameAnimCmd_CaptureCutCommon)
  6. SyncWait(2.0)
  7. DeleteAllGrabBoxes
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. BoolVariableSetTrue { variable: LongtermAccessInt (0x43) }
  2. AsyncWait(5.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 47, graphic: 14, bone: 0, x_offset: -13.5, y_offset: 12.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(110)
  3. SyncWait(5.0)
  4. SoundEffectStop(110)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }