P+ - Game & Watch - Subaction - SpecialN

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 |

Stats

IASA: None
Hitboxes active: 8
Hitbox set 0 hits: 8
Subaction Index: 0x1ce

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:8

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 9 40 55 10 Flame Burn false 6 5

Scripts

Main

  1. IntVariableIncrement { variable: LongtermAccessInt (0x5d) }
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  3. AsyncWait(1.0)
  4. ModelChanger { reference: 0, switch_index: 5, bone_group_index: 7 }
  5. AsyncWait(4.0)
  6. if ((RandomAccessInt (0x0) NotEqual scalar(0)))
    1. IntVariableIncrement { variable: RandomAccessInt (0x6f32) }
    2. IntVariableIncrement { variable: LongtermAccessInt(AttacksPerformed) }
    3. IntVariableIncrement { variable: LongtermAccessInt (0x5d) }
  7. AsyncWait(17.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  9. if (OnGround)
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 10, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 40, size: 4.69, x_offset: 0.0, y_offset: 6.38, z_offset: 7.97, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: true, direct: true, unk6: 0 })
  10. else
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 10, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 40, size: 4.69, x_offset: 0.0, y_offset: 4.0, z_offset: 7.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(19.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(26.0)
  14. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  15. AsyncWait(34.0)
  16. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  17. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }

GFX

  1. FrameSpeedModifier { multiplier: 2.6, unk: 0 }
  2. AsyncWait(18.0)
  3. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.4, 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 })
  4. FrameSpeedModifier { multiplier: 1.0, unk: 0 }

SFX

    Other

    1. ItemVisibility(false)
    2. AsyncWait(18.0)
    3. Rumble { unk1: 12, unk2: 0 }