PM3.02 - Kirby - Subaction - Attack100

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Stats

IASA: None
Hitboxes active: 1-2, 5-6, 9-10, 13-14, 17-18
Hitbox set 0 hits: 1, 5, 9, 13, 17
Subaction Index: 0x4c

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 WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 1 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 2 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 3 1 4 0 100 361 Normal Punch 1.3 1.1 2 4

Frames:5-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 1 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 2 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 3 1 4 0 100 361 Normal Punch 1.3 1.1 2 4

Frames:9-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 1 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 2 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 3 1 4 0 100 361 Normal Punch 1.3 1.1 2 4

Frames:13-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 1 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 2 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 3 1 4 0 100 361 Normal Punch 1.3 1.1 2 4

Frames:17-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 1 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 2 2 4 0 100 361 Normal Punch 1.25 1.1 2 4
0 3 1 4 0 100 361 Normal Punch 1.3 1.1 2 4

Scripts

Main

  1. loop Infinite times:
    1. Subroutine(0x232c0)
    2. AsyncWait(4.0)
    3. Subroutine(0x232c0)
    4. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }
    5. AsyncWait(8.0)
    6. Subroutine(0x232c0)
    7. AsyncWait(12.0)
    8. Subroutine(0x232c0)
    9. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }
    10. AsyncWait(16.0)
    11. Subroutine(0x232c0)
    12. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabEnd) }
    13. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
    14. UnknownEvent { namespace: 0x0, code: 0x3, unk1: 0x0, arguments: [] }

GFX

  1. loop Infinite times:
    1. SyncWait(1.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 1, bone: 431, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    3. GraphicEffect(GraphicEffect { graphic: 26, bone: 400, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 10.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    4. SyncWait(4.0)
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 1, bone: 431, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, x_rotation: 0.0, y_rotation: 10.0, z_rotation: -12.5, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    6. SyncWait(4.0)
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 1, bone: 431, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, x_rotation: 0.0, y_rotation: -10.0, z_rotation: 10.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    8. GraphicEffect(GraphicEffect { graphic: 26, bone: 400, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 10.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    9. SyncWait(4.0)
    10. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 1, bone: 431, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, x_rotation: 0.0, y_rotation: 10.0, z_rotation: -10.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    11. SyncWait(4.0)
    12. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 1, bone: 431, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, x_rotation: 0.0, y_rotation: -10.0, z_rotation: 12.5, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    13. GraphicEffect(GraphicEffect { graphic: 26, bone: 400, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 10.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })
    14. SyncWait(3.0)

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(53)
  3. SyncWait(4.0)
  4. SoundEffect1(53)
  5. SyncWait(4.0)
  6. SoundEffect1(53)
  7. SyncWait(4.0)
  8. SoundEffect1(53)
  9. SyncWait(4.0)
  10. SoundEffect1(53)
  11. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  12. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
  13. Goto(Attack100 SFX 0x1b840)

Other

  1. Rumble { unk1: 0, unk2: 0 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 0, unk2: 0 }
  4. AsyncWait(10.0)
  5. Rumble { unk1: 0, unk2: 0 }
  6. AsyncWait(13.0)
  7. Rumble { unk1: 0, unk2: 0 }
  8. AsyncWait(17.0)
  9. Rumble { unk1: 0, unk2: 0 }
  10. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  11. UnknownEvent { namespace: 0x0, code: 0x3, unk1: 0x0, arguments: [] }
  12. Goto(Attack100 Other 0x2bd0)