PM3.6 - Squirtle - 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: 3.2, x_offset: 0.0, y_offset: 6.54, z_offset: -9.0, set_action: 61, target: AerialAndGrounded, unk: None })
  3. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 2.8, x_offset: 0.0, y_offset: 6.54, z_offset: -3.7999833, set_action: 61, target: AerialAndGrounded, unk: None })
  4. CreateGrabBox(GrabBoxArguments { hitbox_id: 2, bone_index: 0, size: 2.5, x_offset: 0.0, y_offset: 6.54, z_offset: 0.87, 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. if ((InternalConstantInt(HorizontalCharacterVelocity) LessThan scalar(-1.8133334)))
    1. SetVelocity { x_vel: -1.8133334, y_vel: 0.0 }

SFX

  1. AsyncWait(7.0)
  2. SoundEffectTransient(5544)
  3. SyncWait(5.0)
  4. UnknownEvent { namespace: 0xa, code: 0x6, unk1: 0x0, arguments: [] }

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(1.0)
  3. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  4. AsyncWait(2.0)
  5. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  6. AsyncWait(3.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 20 }