P+ - Game & Watch - Subaction - SpecialS_2

| 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 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 |

Stats

IASA: None
Hitboxes active: 16-29
Hitbox set 0 hits: 16
Subaction Index: 0x1d2

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:16-29

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 15 20 80 140 Darkness Paper 48 8 7
0 1 15 20 80 140 Darkness Paper 48 8 7

Scripts

Main

  1. Subroutine(0x15670)
  2. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 140, wdsk: 0, kbg: 80, shield_damage: 48, bkb: 20, size: 3.91, x_offset: 0.0, y_offset: 5.98, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 0, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 140, wdsk: 0, kbg: 80, shield_damage: 48, bkb: 20, size: 2.34, x_offset: 0.0, y_offset: 1.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 0, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  4. Subroutine(0x156a0)

GFX

  1. Goto(SpecialS GFX 0x26d50)

SFX

  1. Goto(SpecialS SFX 0xd7f8)

Other

  1. AsyncWait(15.0)
  2. ItemVisibility(false)
  3. UnknownEvent { namespace: 0xc, code: 0x17, unk1: 0x0, arguments: [Bool(false)] }
  4. TagDisplay(false)