PM3.6 - Squirtle - Subaction - SpecialLwGrounded

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Stats

IASA: None
Hitboxes active: 11-13, 16-18, 21-25
Hitbox set 0 hits: 11, 16, 21
Subaction Index: 0x1e2

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:11-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Absorbable Shieldstun Hitlag Targets
0 0 3 80 0 100 360 Trip Burn AD false true 3 3

Frames:16-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Absorbable Shieldstun Hitlag Targets
0 0 3 60 0 100 360 Trip Burn AD false true 3 3

Frames:21-25

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Absorbable Shieldstun Hitlag Targets
0 0 3 20 100 35 Trip Burn AD false true 3 3

Scripts

Main

  1. AsyncWait(8.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 1, 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: 0.3, randomize: None, terminate_with_animation: false })
  3. AsyncWait(10.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 360, wdsk: 80, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, 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: Trip, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, 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: true, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. SyncWait(3.0)
  6. DeleteAllHitBoxes
  7. SyncWait(2.0)
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 360, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: -6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Trip, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: true, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. SyncWait(3.0)
  10. DeleteAllHitBoxes
  11. SyncWait(2.0)
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 35, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.5, x_offset: 0.0, y_offset: -12.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Trip, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Water, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: true, 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: true, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  13. SyncWait(5.0)
  14. DeleteAllHitBoxes

GFX

  1. AsyncWait(10.0)
  2. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 94, bone: 46, x_offset: -0.75, y_offset: -4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.98, randomize: None, terminate_with_animation: true })
  3. CallEveryFrame { thread_id: 9, script: 0x221cc }
  4. GraphicEffect(GraphicEffect { graphic: 47, bone: 46, 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: 1.0, 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: true })
  5. SyncWait(5.0)
  6. GraphicEffect(GraphicEffect { graphic: 47, bone: 46, 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: 0.8, 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 })
  7. SyncWait(5.0)
  8. GraphicEffect(GraphicEffect { graphic: 47, bone: 46, 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: 0.6, 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 })
  9. AsyncWait(29.0)
  10. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(94), Bool(false), Bool(false)] }

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(2240)
  3. Subroutine(0x21b04)

Other