P+ - Game & Watch - Subaction - SpecialHi

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Stats

IASA: 30
Hitboxes active: 3-26
Hitbox set 0 hits: 3
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:3-8

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 8 60 100 65 Normal Burn 1.25 5 5

Frames:9-20

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 6 60 80 80 Normal Burn 1.25 4 4

Frames:21-26

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 4 60 80 80 Normal Burn 1.25 3 4

Scripts

Main

  1. AsyncWait(1.0)
  2. LedgeGrabEnable(Disable)
  3. AsyncWait(2.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 4.69, x_offset: 0.0, y_offset: 3.19, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.25, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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. AsyncWait(8.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 60, size: 4.69, x_offset: 0.0, y_offset: 3.19, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.25, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  8. AsyncWait(10.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  10. AsyncWait(12.0)
  11. AsyncWait(20.0)
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 60, size: 4.69, x_offset: 0.0, y_offset: 3.19, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.25, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  13. AsyncWait(26.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(29.0)
  16. LedgeGrabEnable(EnableInFrontAndBehind)
  17. FloatVariableSet { variable: RandomAccessFloat (0x3ef), value: 0 }
  18. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  19. AllowInterrupts
  20. Subroutine(0x24580)

GFX

  1. AsyncWait(31.0)
  2. loop Infinite times:
    1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    2. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(ControlStickXAxisRelative) }
    3. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: 0.08 }
    4. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(5))), y_vel: Constant(0.0) }
    5. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    6. SyncWait(1.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(4490)
  3. SyncWait(2.0)
  4. SoundEffectStop(4490)
  5. SyncWait(2.0)
  6. SoundEffect1(4489)
  7. SyncWait(2.0)
  8. SoundEffectStop(4489)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 13, unk2: 0 }