PM3.6 - Squirtle - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 11-28, 30-32
Hitbox set 0 hits: 11, 12, 19, 30
Subaction Index: 0x1e0

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:11

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 2 5 100 80 65 Water Unknown(72) AD 4 4

Frames:12-18

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 2 90 80 75 Water Unknown(72) AD 2 3
0 1 2 60 80 75 Water Unknown(72) AD 2 3

Frames:19-28

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Rehit Rate Shieldstun Hitlag Targets
0 0 1 110 0 100 80 Water Unknown(72) AD 0.8 0.7 5 2 2
0 1 1 80 0 100 75 Water Unknown(72) AD 0.8 1 5 2 2

Frames:30-32

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 9 60 103 83 Water Unknown(72) AD 6 5

Scripts

Main

  1. ResetVerticalVelocityAndAcceleration(true)
  2. DisableMovement(DisableVertical)
  3. LedgeGrabEnable(Disable)
  4. AsyncWait(11.0)
  5. DisableMovement2(DisableVertical)
  6. UnknownEvent { namespace: 0x9, code: 0x0, unk1: 0x0, arguments: [Value(2)] }
  7. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  9. SyncWait(3.0)
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 65, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 100, size: 7.0, x_offset: 0.0, y_offset: 3.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, 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 })
  11. SyncWait(1.0)
  12. DeleteHitBox(2)
  13. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 75, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 90, size: 5.5, x_offset: 0.0, y_offset: -1.5, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, 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 })
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 75, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 60, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, 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 })
  15. SyncWait(7.0)
  16. DeleteAllHitBoxes
  17. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 80, wdsk: 110, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: -1.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 0.7, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 5, 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 })
  18. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 75, wdsk: 80, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 0.8, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 0, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 5, 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 })
  19. AsyncWait(33.0)
  20. DeleteAllHitBoxes
  21. SyncWait(1.0)
  22. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 83, wdsk: 0, kbg: 103, shield_damage: 0, bkb: 60, size: 10.0, x_offset: 0.0, y_offset: 3.5, z_offset: 10.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Water, unk1: false, sound_level: 2, unk2: false, sound: Unknown(72), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, 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 })
  23. LedgeGrabEnable(EnableInFrontAndBehind)
  24. SyncWait(3.0)
  25. DeleteAllHitBoxes
  26. AsyncWait(38.0)
  27. FloatVariableSet { variable: RandomAccessFloat (0x3d5), value: 0 }
  28. FloatVariableSet { variable: RandomAccessFloat (0x6), value: 0 }

GFX

  1. FrameSpeedModifier { multiplier: 1.625, unk: 0 }
  2. AsyncWait(13.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. GraphicEffect(GraphicEffect { graphic: 78, bone: 0, 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: 0.7, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
  5. Goto(SpecialAirHi GFX 0x1f638)

SFX

  1. AsyncWait(12.0)
  2. SoundEffect1(5563)
  3. SyncWait(20.0)
  4. SoundEffectStop(5563)
  5. SyncWait(1.0)
  6. SoundEffectVictory(5564)

Other

  1. AsyncWait(18.0)
  2. RumbleLoop { unk1: 2, unk2: 0 }