PM3.02 - Fox - Subaction - SpecialHiHold

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Stats

IASA: None
Hitboxes active: 20, 22, 24, 26, 28, 30, 32
Hitbox set 0 hits: 20, 22, 24, 26, 28, 30, 32
Subaction Index: 0x1da

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:20

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 40 40 70 Flame Burn false 2 3

Frame:22

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 40 40 70 Flame Burn false 2 3

Frame:24

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 40 40 70 Flame Burn false 2 3

Frame:26

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 40 40 70 Flame Burn false 2 3

Frame:28

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 40 40 70 Flame Burn false 2 3

Frame:30

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 40 40 70 Flame Burn false 2 3

Frame:32

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 2 40 40 70 Flame Burn false 2 3

Scripts

Main

  1. AsyncWait(14.0)
  2. LedgeGrabEnable(EnableInFront)
  3. AsyncWait(19.0)
  4. loop 7 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 70, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 40, size: 8.2, x_offset: 0.0, y_offset: 7.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })
    2. SyncWait(1.0)
    3. DeleteAllHitBoxes
    4. SyncWait(1.0)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 7, 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: 1.0, randomize: None, terminate_with_animation: true })
  2. loop 4 times:
    1. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 30 }
    2. SyncWait(1.0)
    3. FlashEffectOverlay { red: 255, green: 128, blue: 0, alpha: 30 }
    4. SyncWait(1.0)
    5. RemoveFlashEffect
    6. SyncWait(1.0)
  3. loop 3 times:
    1. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 100 }
    2. SyncWait(1.0)
    3. FlashEffectOverlay { red: 255, green: 128, blue: 0, alpha: 100 }
    4. SyncWait(1.0)
    5. RemoveFlashEffect
    6. SyncWait(1.0)
  4. loop Infinite times:
    1. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 180 }
    2. SyncWait(1.0)
    3. FlashEffectOverlay { red: 255, green: 128, blue: 0, alpha: 180 }
    4. SyncWait(1.0)
    5. RemoveFlashEffect
    6. SyncWait(1.0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(3205)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. RumbleLoop { unk1: 3, unk2: 38 }