PM3.02 - Kirby - Subaction - Attack12

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Stats

IASA: 16
Hitboxes active: 3-4
Hitbox set 0 hits: 3
Subaction Index: 0x49

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:3-4

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 4 8 50 70 Normal Burn AD 3 4
0 1 4 8 50 70 Normal Burn AD 3 4
0 2 4 8 50 70 Normal Burn AD 3 4

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(2.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 431, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 8, size: 3.13, x_offset: -1.512, 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: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 431, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 8, size: 3.13, x_offset: 1.08, 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: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 431, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 8, size: 0.0, x_offset: 3.5, 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: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(6.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  11. AsyncWait(15.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(1.0)
  2. Subroutine(0x9019d080)

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(53)

Other

  1. AsyncWait(2.0)
  2. Rumble { unk1: 16, unk2: 0 }