P+ - Sonic - Subaction - SpecialSDashHi

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Stats

IASA: None
Partially Intangible: 1-61
Hitboxes active: 1-61
Hitbox set 0 hits: 1
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:1-60

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Hitlag Mult Rehit Rate Shieldstun Hitlag Targets
0 0 7 65 46 55 Normal MagicZap MD false 1.2 10 5 6

Scripts

Main

  1. DeleteAllHitBoxes
  2. if (BoolIsTrue LongtermAccessBool (0x78))
    1. BoolVariableSetFalse { variable: LongtermAccessBool (0x78) }
    2. SyncWait(10.0)
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 55, wdsk: 0, kbg: 46, shield_damage: 0, bkb: 65, size: 2.0, x_offset: 0.0, y_offset: 0.0, z_offset: 1.41, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 10, angle_flipping: MovementDir, 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: true, 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. Subroutine(0x9e28)
  2. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(5), Bool(false), Bool(true), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 8 })] }
  3. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(6), Bool(false), Bool(true), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 8 })] }
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 5, bone: 81, 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 })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 6, bone: 0, x_offset: 0.0, y_offset: 5.0, 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 })
  6. if (OnGround)
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 40, bone: 0, x_offset: -12.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 5.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  7. loop Infinite times:
    1. if (HitboxConnects)
      1. IntVariableSet { variable: LongtermAccessInt (0x60), value: 0 }
      2. BoolVariableSetTrue { variable: LongtermAccessBool (0x78) }
    2. SyncWait(1.0)

SFX

  1. if (not(BoolIsTrue LongtermAccessBool (0x71)))
    1. SoundEffect1(6547)
    2. SoundEffect1(6542)
  2. Goto(0xa068)

Other

  1. Subroutine(0x2430)
  2. ItemVisibility(false)
  3. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  4. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }