P+ - Pit - Subaction - SpecialAirHiStart

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Stats

IASA: None
Hitboxes active: 8-16
Hitbox set 0 hits: 8
Subaction Index: 0x1e8

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 14 50 100 100 Unknown(13) MagicZap 8 7

Frames:10-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 50 100 75 Unknown(13) MagicZap 6 5

Scripts

Main

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x7d) }
  2. LedgeGrabEnable(Disable)
  3. AsyncWait(7.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  5. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 100, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 4.4, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Unknown(13), unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  8. SyncWait(1.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 5.8, x_offset: 3.0, y_offset: 0.0, z_offset: -0.9984, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Unknown(13), unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(7.0)
  11. LedgeGrabEnable(EnableInFrontAndBehind)
  12. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 260, graphic: 26, bone: 45, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: None, terminate_with_animation: false })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 8, 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: 0.9, 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 })
  3. AsyncWait(5.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 24, graphic: 10, bone: 45, x_offset: 1.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: None, terminate_with_animation: true })
  5. AsyncWait(7.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 125, bone: 45, x_offset: 1.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.1, randomize: None, terminate_with_animation: true })
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 24, graphic: 16, bone: 44, 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 })
  8. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 24, graphic: 15, bone: 44, 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 })
    2. SyncWait(2.0)
  9. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1572874), Bool(false), Bool(true)] }

SFX

  1. SoundEffect1(668)
  2. AsyncWait(5.0)
  3. SoundEffect1(630)
  4. SoundEffect1(669)
  5. SoundEffect1(633)
  6. SoundEffect1(670)
  7. SyncWait(2.0)
  8. loop 2 times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(0)))
      2. SoundEffect1(609)
      3. SoundEffect1(609)
    2. SyncWait(1.0)

Other

  1. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  2. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 2 }
  3. ResetVerticalVelocityAndAcceleration(true)
  4. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  5. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.5) }
  6. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  7. AsyncWait(5.0)
  8. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  9. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(4.15) }
  10. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  11. AsyncWait(10.0)
  12. ResetVerticalVelocityAndAcceleration(true)
  13. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  14. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(1.25) }
  15. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  16. loop 10 times:
    1. SyncWait(1.0)
    2. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    3. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.015) }
    4. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  17. AsyncWait(33.0)
  18. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }