P+ - Kirby - Subaction - SpecialNEnd_10

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |

Stats

IASA: None
Hitboxes active: 5-10
Hitbox set 0 hits: 5
Subaction Index: 0x29c

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:5-10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 7 30 100 361 Slash Slash false 38 5 5
0 1 7 30 100 361 Slash Slash false 30 5 5
0 2 7 34 100 361 Slash Slash false 30 5 5
0 3 7 34 100 361 Slash Slash false 30 5 5
0 4 7 40 100 361 Slash Slash false 38 5 5

Scripts

Main

  1. if ((LongtermAccessInt (0x48) Equal scalar(39)))
    1. AsyncWait(4.0)
    2. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 1, bkb: 40, size: 2.5, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 1, bkb: 40, size: 2.75, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 438, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 1, bkb: 40, size: 3.0, x_offset: -1.5, y_offset: 0.0, z_offset: -0.75, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 438, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 1, bkb: 40, size: 3.0, x_offset: -5.0, y_offset: 0.0, z_offset: -2.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    6. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 4, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 1, bkb: 40, size: 2.5, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  2. else
    1. AsyncWait(4.0)
    2. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 38, bkb: 30, size: 2.5, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 30, bkb: 30, size: 2.75, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 438, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 30, bkb: 34, size: 3.0, x_offset: -1.5, y_offset: 0.0, z_offset: -0.75, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 438, hitbox_id: 3, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 30, bkb: 34, size: 3.0, x_offset: -5.0, y_offset: 0.0, z_offset: -2.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
    6. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 4, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 38, bkb: 40, size: 2.5, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
  3. SyncWait(6.0)
  4. DeleteAllHitBoxes
  5. AsyncWait(38.0)
  6. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 33, bone: 400, 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: true })
  2. AsyncWait(1.0)
  3. if ((LongtermAccessInt (0x48) Equal scalar(39)))
    1. SwordGlow(SwordGlow { color: 137, blur_length: 8, point1_bone: 440, point1_x_offset: 0.0, point1_y_offset: 1.6, point1_z_offset: 0.0, point2_bone: 440, point2_x_offset: 0.0, point2_y_offset: 10.75, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 0, bone_id: 400, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
    2. loop 3 times:
      1. Subroutine(0x3edc0)
  4. else
    1. SwordGlow(SwordGlow { color: 133, blur_length: 8, point1_bone: 440, point1_x_offset: 0.0, point1_y_offset: 1.6, point1_z_offset: 0.0, point2_bone: 440, point2_x_offset: 0.0, point2_y_offset: 10.75, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 0, bone_id: 400, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
    2. loop 3 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 276, graphic: 2, bone: 440, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: -90.0, scale: 1.0, randomize: None, terminate_with_animation: true })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 276, graphic: 2, bone: 440, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: -90.0, 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: true })
      3. SyncWait(1.0)
      4. ExternalGraphicEffect(ExternalGraphicEffect { file: 276, graphic: 2, bone: 440, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: -90.0, 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: true })
      5. SyncWait(1.0)
      6. ExternalGraphicEffect(ExternalGraphicEffect { file: 276, graphic: 2, bone: 440, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: -90.0, 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: true })
      7. SyncWait(1.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 10, bone: 400, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.0, 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: true })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 125, bone: 440, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.0, 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: true })
  7. AsyncWait(14.0)
  8. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(169)
  3. if ((LongtermAccessInt (0x48) Equal scalar(39)))
    1. SoundEffect1(1202)
  4. else
    1. SoundEffect1(3034)

Other

  1. ItemVisibility(false)
  2. Rumble { unk1: 18, unk2: 0 }