P+ - Wario - Subaction - SpecialNBomb

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Stats

IASA: 72
Fully Intangible: 2-17
Hitboxes active: 17
Hitbox set 0 hits: 17
Subaction Index: 0x1d6

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:17

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 13 50 110 361 Normal Burn false false 7 7

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  3. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  4. AsyncWait(16.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  6. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 50, size: 12.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: false, unk5: true, direct: false, unk6: 0 })
  7. SyncWait(1.0)
  8. ChangeHurtBoxStateAll { state: Normal }
  9. DeleteAllHitBoxes
  10. AsyncWait(71.0)
  11. AllowInterrupts

GFX

  1. AsyncWait(16.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 22, graphic: 8, bone: 400, 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 })

SFX

  1. AsyncWait(15.0)
  2. SoundEffect1(1888)
  3. SyncWait(7.0)
  4. SoundEffectVictory(79)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(2.0)
  3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }
  4. Rumble { unk1: 12, unk2: 0 }
  5. AsyncWait(16.0)
  6. ScreenShake { magnitude: 1 }
  7. Rumble { unk1: 15, unk2: 0 }
  8. AsyncWait(63.0)
  9. SlopeContourStand { leg_bone_parent: 6 }