P+ - Ness - Subaction - CatchDash

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Stats

IASA: None
Hitboxes active: 8-9
Subaction Index: 0x6d

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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
0 2 Grab set action: 0x3d

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 4.0, x_offset: 0.0, y_offset: 5.2, z_offset: 8.0, set_action: 61, target: AerialAndGrounded, unk: None })
  3. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 3.5, x_offset: 0.0, y_offset: 5.2, z_offset: 4.5, set_action: 61, target: AerialAndGrounded, unk: None })
  4. CreateGrabBox(GrabBoxArguments { hitbox_id: 2, bone_index: 0, size: 3.5, x_offset: 0.0, y_offset: 5.2, z_offset: 1.0, set_action: 61, target: AerialAndGrounded, unk: None })
  5. Subroutine(External: gameAnimCmd_CaptureCutCommon)
  6. SyncWait(2.0)
  7. DeleteAllGrabBoxes
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

    SFX

    1. AsyncWait(6.0)
    2. SoundEffect1(108)
    3. SyncWait(5.0)
    4. SoundEffectStop(108)
    5. SyncWait(6.0)
    6. SoundEffect2(3729)
    7. SyncWait(14.0)
    8. SoundEffect2(3727)

    Other

    1. SlopeContourStand { leg_bone_parent: 1 }
    2. AsyncWait(1.0)
    3. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }