P+ - Kirby - Subaction - SpecialNLoop

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Stats

IASA: None
Hitboxes active: 1-19
Hitbox set 0 hits: 1
Subaction Index: 0x1cf

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:1-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult SDI Mult Rehit Rate Shieldable Flinchless Shieldstun Hitlag Targets
0 1 Grab set action: 0xd0
0 2 0 15 0 45 160 Normal Unique AD false 0 0 3 false true 1 0
0 3 6 100 0 100 70 Normal Unknown(64) AD false 1 1 13 false false 4 4

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  2. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  3. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 400, size: 4.5, x_offset: 0.0, y_offset: 7.5, z_offset: 6.0, set_action: 208, target: AerialAndGrounded, unk: Some(2) })
  4. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 5, trajectory: 45, kbg: 100, wdsk: 0, bkb: 0, effect: Normal, unk0: 0.0, unk1: 1.0, unk2: 1.0, unk3: 0, sfx: Unique, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  5. UnknownEvent { namespace: 0x6, code: 0x10, unk1: 0x0, arguments: [Value(0), Value(0), Value(400), Scalar(3.0), Scalar(0.0), Scalar(6.0), Scalar(4.0), Value(2), Value(1), Value(7), Bool(false), Value(15), Value(15), Bool(false), Value(0), Bool(true), Value(0)] }
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 160, wdsk: 15, kbg: 45, shield_damage: 0, bkb: 0, size: 7.0, x_offset: 0.0, y_offset: 7.5, z_offset: 13.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 3, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: true, flinchless: true })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 70, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 7.5, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 13, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: false, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 2, bone: 400, x_offset: 0.0, y_offset: 6.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. loop Infinite times:
    1. GraphicEffect(GraphicEffect { graphic: 10, bone: 400, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 10.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    2. SyncWait(8.0)

SFX

  1. SoundEffectTransient(3028)

Other

  1. RumbleLoop { unk1: 2, unk2: 0 }
  2. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 180.0, speed: 2.0, size: 1.0, unk3: 18.0, unk4: 10.0, unk5: 36.0, unk6: 20.0, unk7: 20.0, unk8: 50 })