PM3.02 - Kirby - Subaction - AttackDashAir

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 |

Stats

IASA: 42
Hitboxes active: 9-11, 13-15, 17-32
Hitbox set 0 hits: 9, 13, 17
Subaction Index: 0x52

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. Goto(AttackDash Main 0x23780)

GFX

  1. Goto(AttackDash GFX 0x4fecc)

SFX

  1. CreateInterrupt { interrupt_id: None, action: 0x129, requirement: (CharacterExists) }
  2. SetVelocity { x_vel: 0.5, y_vel: 0.0 }
  3. AsyncWait(3.0)
  4. AsyncWait(8.0)
  5. SetVelocity { x_vel: 1.6, y_vel: 0.0 }
  6. SoundEffect1(1185)
  7. SoundEffect1(55)
  8. AsyncWait(33.0)
  9. EnableInterruptGroup(AirJump)
  10. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(115), Bool(false), Bool(false)] }
  11. AsyncWait(40.0)
  12. 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(29.0)
  5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 15 }