P+ - Ness - Subaction - SpecialHiStart

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Stats

IASA: None
Hitboxes active: 16-19
Hitbox set 0 hits: 16
Subaction Index: 0x1d8

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:16-19

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 4 53 50 35 Normal MagicZap false 3 4

Scripts

Main

  1. SyncWait(15.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 35, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 53, size: 8.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  3. SyncWait(4.0)
  4. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, 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: 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 })
  2. AsyncWait(15.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 11, graphic: 5, bone: 22, 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: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. SoundEffect1(3608)
  2. AsyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(15.0)
  3. ScreenShake { magnitude: 0 }
  4. Rumble { unk1: 13, unk2: 0 }