P+ - Kirby - Subaction - SpecialAirNEnd_4

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Stats

IASA: None
Hitboxes active: 1-4
Hitbox set 0 hits: 1
Subaction Index: 0x22c

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:1-4

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 10 40 90 361 Electric Unknown(88) AD false 1.3 6 8

Scripts

Main

  1. FrameSpeedModifier { multiplier: 0.8, unk: 0 }
  2. DeleteAllHitBoxes
  3. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(HorizontalCharacterVelocity) }
  4. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: 0.6 }
  5. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
  6. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(5))), y_vel: Constant(0.0) }
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 9.0, x_offset: 0.0, y_offset: 6.0, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(88), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Explosive, 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: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. SyncWait(3.2)
  9. DeleteAllHitBoxes

GFX

  1. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1966091), Bool(true), Bool(true)] }
  2. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1966093), Bool(true), Bool(true)] }
  3. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1966096), Bool(true), Bool(true)] }
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 14, bone: 0, x_offset: 13.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, randomize: Some(ExternalGraphicEffectRandomize { 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 15, bone: 0, x_offset: 13.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  6. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 13.0, 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: false })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 17, bone: 0, x_offset: 13.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.15, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  8. GraphicEffect(GraphicEffect { graphic: 57, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 13.0, 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: false })
  9. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 9, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 13.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 42, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 13.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  11. loop Infinite times:
    1. GraphicEffect(GraphicEffect { graphic: 19, bone: -2, 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: true })
    2. FlashEffectOverlay { red: 150, green: 150, blue: 50, alpha: 130 }
    3. SyncWait(2.0)
    4. GraphicEffect(GraphicEffect { graphic: 19, bone: -2, 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: true })
    5. FlashEffectOverlay { red: 255, green: 255, blue: 50, alpha: 100 }
    6. SyncWait(2.0)
    7. GraphicEffect(GraphicEffect { graphic: 19, bone: -2, 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: true })
    8. RemoveFlashEffect
    9. SyncWait(5.0)

SFX

  1. SoundEffectStop(5424)
  2. SoundEffect1(5416)
  3. SoundEffect1(5449)
  4. SoundEffect1(5425)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. ScreenShake { magnitude: 1 }
  3. Rumble { unk1: 19, unk2: 0 }