PM3.6 - Squirtle - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-5, 33-37
Auto Cancel Lag: 4
Landing Lag: 20
Landing Lag (L-Cancel): 10
Partially Intangible: 9-27
Hitboxes active: 9-11, 13-15, 17-19, 21-23, 25-27
Hitbox set 0 hits: 9, 13, 17, 21, 25
Subaction Index: 0x66

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:9-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 2 2 20 70 215 Normal Kick 2 3
0 3 2 20 70 110 Normal Kick 2 3
0 4 2 12 70 235 Normal Kick 2 3

Frames:13-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 2 2 20 70 215 Normal Kick 2 3
0 3 2 20 70 110 Normal Kick 2 3
0 4 2 12 70 235 Normal Kick 2 3

Frames:17-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 2 2 20 70 215 Normal Kick 2 3
0 3 2 20 70 110 Normal Kick 2 3
0 4 2 12 70 235 Normal Kick 2 3

Frames:21-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 2 2 20 70 215 Normal Kick 2 3
0 3 2 20 70 110 Normal Kick 2 3
0 4 2 12 70 235 Normal Kick 2 3

Frames:25-27

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 45 100 67 Normal Kick 4 4
0 1 5 45 100 67 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(8.0)
  4. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 215, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 2.0, z_offset: -2.5002666, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 2.0, z_offset: -2.5002666, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 4, set_id: 0, damage: Constant(2.0), trajectory: 235, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 12, size: 4.6, 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: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(3.0)
    5. DeleteAllHitBoxes
    6. SyncWait(1.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 67, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 4.6, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 67, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 4.6, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(32.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(7.0)
  2. SyncWait(1.0)
  3. Subroutine(0x225cc)
  4. loop 4 times:
    1. SoundEffect1(5591)
    2. SyncWait(4.0)
  5. SoundEffect1(5591)
  6. SyncWait(3.0)
  7. UnchangeHurtBoxStateSpecific

Other

  1. AsyncWait(8.0)
  2. loop 5 times:
    1. Rumble { unk1: 17, unk2: 0 }
    2. AsyncWait(4.0)