P+ - Snake - Subaction - SpecialAirHiHang

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Stats

IASA: None
Hitboxes active: 1-44
Hitbox set 0 hits: 1
Subaction Index: 0x1d0

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:1-44

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 6 55 85 77 Electric Shock false 4 4
0 1 6 55 85 77 Electric Shock false 4 4
0 2 6 55 85 77 Electric Shock false 4 4

Scripts

Main

  1. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 77, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 55, size: 3.25, 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: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  2. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 77, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 55, size: 3.25, 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: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 77, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 55, size: 3.25, x_offset: 0.0, y_offset: -4.25, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  4. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.5) }
  5. AsyncWait(4.0)
  6. Subroutine(0x17d28)
  7. ToggleInterrupt { interrupt_type: AirSpecial, interrupt_id: 10098 }
  8. AsyncWait(9.0)
  9. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(0), Scalar(2.0)] }
  10. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(1), Scalar(2.0)] }
  11. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(2), Scalar(2.0)] }
  12. AsyncWait(44.0)
  13. DeleteAllHitBoxes

GFX

  1. loop 7 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 47, graphic: 13, bone: -2, 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(1.0)

SFX

  1. SoundEffectTransient(6388)
  2. loop 6 times:
    1. FlashEffectOverlay { red: 151, green: 255, blue: 255, alpha: 256 }
    2. SetColorOfFlashEffectOverlay { transition_time: 8, red: 0, green: 0, blue: 0, alpha: 50 }
    3. SyncWait(8.0)
    4. RemoveFlashEffect
  3. AsyncWait(44.0)
  4. SoundEffectStop(6388)

Other

  1. FloatVariableSet { variable: RandomAccessFloat (0xa), value: LongtermAccessFloat (0x34) }
  2. FloatVariableMultiply { variable: RandomAccessFloat (0xa), value: -5 }
  3. FloatVariableAdd { variable: RandomAccessFloat (0xa), value: 72 }
  4. ItemVisibility(false)
  5. RumbleLoop { unk1: 3, unk2: 90 }
  6. loop Infinite times:
    1. FloatVariableSubtract { variable: RandomAccessFloat (0xa), value: 1 }
    2. if ((RandomAccessFloat (0xa) LessThanOrEqual scalar(0)))
      1. ToggleInterrupt { interrupt_type: AirDodge, interrupt_id: 10060 }
      2. EnableInterrupt(10147)
    3. SyncWait(1.0)