PM3.6 - Squirtle - Subaction - Attack11

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Stats

IASA: 16
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x48

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:2-3

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 3 20 0 100 70 Normal Burn AD 3 3
0 1 3 20 0 100 70 Normal Burn AD 3 3
0 2 3 20 0 100 70 Normal Burn AD 3 3

Scripts

Main

  1. AsyncWait(1.0)
  2. SoundEffect1(5591)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 3.76, z_offset: 10.28, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, x_offset: 0.0, y_offset: 3.76, z_offset: 8.46, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, x_offset: 0.0, y_offset: 3.76, z_offset: 5.64, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  7. AsyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(4.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }

GFX

  1. AsyncWait(1.0)
  2. Subroutine(0x9019d080)

SFX

  1. AsyncWait(15.0)
  2. AllowInterrupts

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(1.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(13.0)
  5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }