PM3.02 - Game & Watch - Subaction - SpecialLwShoot

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Stats

IASA: None
Fully Intangible: 1-6
Hitboxes active: 2-26
Hitbox set 0 hits: 2
Subaction Index: 0x1e8

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:2-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 30 80 361 Normal Kick 2 3

Frames:8-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 30 80 361 Normal Kick 2 3

Frames:15-26

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 30 80 361 Normal Kick 2 3

Scripts

Main

  1. ArticleVisibility { article_id: 4, visibility: false }
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. if ((RandomAccessFloat (0x8) GreaterThanOrEqual scalar(3)))
    1. FloatVariableSet { variable: RandomAccessFloat (0x1a5f), value: 1 }
    2. AsyncWait(1.0)
    3. ArticleVisibility { article_id: 4, visibility: true }
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 3.2, x_offset: 0.0, y_offset: 7.7, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    5. AsyncWait(6.0)
    6. ChangeHurtBoxStateAll { state: Normal }
    7. AsyncWait(7.0)
    8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 10.35, z_offset: 19.9, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    9. AsyncWait(14.0)
    10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 9.25, x_offset: 0.0, y_offset: 6.75, z_offset: 32.3, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  4. else
    1. if ((RandomAccessFloat (0x8) Equal scalar(2)))
      1. FloatVariableSet { variable: RandomAccessFloat (0x1a5f), value: 0.825 }
      2. AsyncWait(1.0)
      3. ArticleVisibility { article_id: 4, visibility: true }
      4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 2.75, x_offset: 0.0, y_offset: 6.0, z_offset: 10.75, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
      5. AsyncWait(6.0)
      6. ChangeHurtBoxStateAll { state: Normal }
      7. AsyncWait(7.0)
      8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 4.85, x_offset: 0.0, y_offset: 8.5, z_offset: 17.1, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
      9. AsyncWait(14.0)
      10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 7.7, x_offset: 0.0, y_offset: 5.25, z_offset: 27.3, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    2. else
      1. if ((RandomAccessFloat (0x8) LessThanOrEqual scalar(1)))
        1. FloatVariableSet { variable: RandomAccessFloat (0x1a5f), value: 0.65 }
        2. AsyncWait(1.0)
        3. ArticleVisibility { article_id: 4, visibility: true }
        4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 2.25, x_offset: 0.0, y_offset: 4.6, z_offset: 9.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
        5. AsyncWait(6.0)
        6. ChangeHurtBoxStateAll { state: Normal }
        7. AsyncWait(7.0)
        8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: 6.25, z_offset: 14.35, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
        9. AsyncWait(14.0)
        10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 6.2, x_offset: 0.0, y_offset: 3.8, z_offset: 22.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(26.0)
  6. DeleteAllHitBoxes
  7. FrameSpeedModifier { multiplier: 2.0, unk: 0 }

GFX

    SFX

    1. AsyncWait(1.0)
    2. SoundEffect1(4484)
    3. SyncWait(2.0)
    4. SoundEffect1(4484)
    5. SyncWait(2.0)
    6. SoundEffect1(4484)
    7. SyncWait(2.0)
    8. SoundEffect1(4484)
    9. SyncWait(2.0)
    10. SoundEffect1(4484)
    11. SyncWait(2.0)
    12. SoundEffect1(4484)
    13. SyncWait(2.0)
    14. SoundEffect1(4484)
    15. SyncWait(2.0)
    16. SoundEffect1(4484)
    17. SyncWait(2.0)
    18. SoundEffect1(4484)
    19. SyncWait(2.0)
    20. SoundEffect1(4484)
    21. SyncWait(2.0)
    22. SoundEffect1(4484)
    23. SyncWait(2.0)
    24. SoundEffect1(4484)
    25. SyncWait(2.0)
    26. SoundEffect1(4484)

    Other

    1. ItemVisibility(false)
    2. AsyncWait(6.0)
    3. Rumble { unk1: 5, unk2: 0 }