PM3.02 - Kirby - Subaction - AttackDash

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Stats

IASA: 42
Hitboxes active: 9-11, 13-15, 17-32
Hitbox set 0 hits: 9, 13, 17
Subaction Index: 0x4e

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:9-11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 75 0 100 365 Flame Burn 0.75 0.9 3 2
0 1 3 50 0 100 365 Flame Burn 0.75 0.9 3 2

Frames:13-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 75 0 100 365 Flame Burn 0.75 0.9 3 2
0 1 3 50 0 100 365 Flame Burn 0.75 0.9 3 2

Frames:17-32

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 65 75 65 Flame Burn 4 4
0 1 5 65 75 65 Flame Burn 4 4

Scripts

Main

  1. AsyncWait(8.0)
  2. Subroutine(0x4f1fc)
  3. AsyncWait(12.0)
  4. Subroutine(0x4f1fc)
  5. AsyncWait(16.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 405, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 65, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 65, size: 3.69, x_offset: 0.0, y_offset: 3.59, z_offset: 4.51, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 405, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 65, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 65, size: 3.28, x_offset: 0.0, y_offset: 3.59, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(32.0)
  9. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(112), Bool(false), Bool(false)] }
  10. DeleteAllHitBoxes
  11. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 34, bone: 405, x_offset: 2.0, y_offset: 7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.0, randomize: None, terminate_with_animation: false })
  12. AsyncWait(41.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. GraphicEffect(GraphicEffect { graphic: 38, bone: 405, x_offset: 10.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.75, 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: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 15, bone: 405, x_offset: 10.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -90.0, scale: 1.2, randomize: None, terminate_with_animation: false })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 115, bone: 0, x_offset: 4.0, y_offset: 6.25, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.25, randomize: None, terminate_with_animation: true })
  5. loop 4 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, bone: 0, x_offset: 0.0, y_offset: 6.2, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -90.0, scale: 0.2, 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 })
    2. FlashEffectOverlay { red: 255, green: 0, blue: 0, alpha: 150 }
    3. SyncWait(2.0)
    4. RemoveFlashEffect
    5. SyncWait(1.0)
    6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 2.5, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, 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 })
    7. FlashEffectOverlay { red: 255, green: 172, blue: 0, alpha: 125 }
    8. SyncWait(2.0)
    9. RemoveFlashEffect
    10. SyncWait(1.0)

SFX

  1. CreateInterrupt { interrupt_id: None, action: 0x129, requirement: (CharacterExists) }
  2. AsyncWait(1.0)
  3. LedgeGrabEnable(Disable)
  4. AsyncWait(8.0)
  5. SoundEffect1(1185)
  6. SoundEffect1(55)
  7. AsyncWait(32.0)
  8. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(115), Bool(false), Bool(false)] }
  9. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(3), Bool(true), Bool(true)] }
  10. LedgeGrabEnable(EnableInFrontAndBehind)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(3.0)
  3. RumbleLoop { unk1: 2, unk2: 20 }
  4. AsyncWait(35.0)
  5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 15 }