P+ - Sonic - Subaction - SpecialSEndLoop

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Stats

IASA: None
Hitboxes active: 1-2, 4-7, 9-12, 14-17, 19-22
Hitbox set 0 hits: 1, 4, 9, 14, 19
Subaction Index: 0x1dd

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 4 45 100 361 Normal Slash false 1.5 3 6

Frames:4-7

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 1 1 50 120 25 Normal Unknown(24) MD false 2 3

Frames:9-12

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 1 1 50 120 25 Normal Unknown(24) MD false 2 3

Frames:14-17

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 1 1 50 120 25 Normal Unknown(24) MD false 2 3

Frames:19-22

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 1 1 50 120 25 Normal Unknown(24) MD false 2 3

Scripts

Main

  1. Subroutine(0x9e28)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 13, bone: 0, x_offset: 5.5, y_offset: 5.0, z_offset: 0.25, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 20.0, randomize: None, terminate_with_animation: true })
  3. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 1.41, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(2.0)
  5. DeleteAllHitBoxes
  6. SyncWait(1.0)
  7. loop 4 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 19, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 25, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 50, size: 3.0, 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: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, 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 })
    2. Subroutine(0x2e5ac)
    3. SyncWait(4.0)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
  8. AsyncWait(29.0)
  9. UnknownEvent { namespace: 0x11, code: 0x14, unk1: 0x0, arguments: [Value(2), Bool(false)] }
  10. DisableInterrupt(12288)

GFX

  1. if ((LongtermAccessInt (0x63) LessThan scalar(9)))
    1. DisableInterruptGroup(GroundJump)
    2. loop Infinite times:
      1. if ((LongtermAccessInt (0x63) GreaterThanOrEqual scalar(9)))
        1. EnableInterruptGroup(GroundJump)
        2. SyncWait(16.0)
        3. UnknownEvent { namespace: 0x0, code: 0x6, unk1: 0x0, arguments: [] }
      2. SyncWait(1.0)
  2. else
    1. EnableInterruptGroup(GroundJump)

SFX

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. SoundEffectStop(6552)
  3. SoundEffect1(6547)
  4. SoundEffect1(6553)
  5. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
    2. loop 5 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 19, 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: false })
      2. SyncWait(3.0)
  6. AsyncWait(17.0)
  7. FrameSpeedModifier { multiplier: 1.3, unk: 0 }
  8. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
    2. loop 2 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 19, 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: false })
      2. SyncWait(2.0)

Other

  1. AsyncWait(34.0)
  2. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }