PM3.02 - Kirby - Subaction - SpecialAirHi2

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Stats

IASA: None
Hitboxes active: 1-2, 19-36
Hitbox set 0 hits: 1, 19
Subaction Index: 0x1ef

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 SDI Mult Shieldstun Hitlag Targets
0 0 8 117 0 100 80 Slash Slash 1.3 5 5
0 1 8 117 0 100 91 Slash Slash 1.3 5 5
0 2 8 102 0 100 90 Slash Slash 1.3 5 5
0 3 8 102 0 100 91 Slash Slash 1.3 5 5

Frames:19-35

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 100 0 100 635 Slash Slash 2 3

Scripts

Main

  1. AsyncWait(0.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 117, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 3.5, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 91, wdsk: 117, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 3.5, z_offset: 18.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 90, wdsk: 102, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 13.5, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 91, wdsk: 102, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, x_offset: 0.0, y_offset: 13.5, z_offset: 18.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(18.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 635, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 7.0, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(26.0)
  11. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(0), Scalar(6.0)] }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 14, bone: 407, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 10, bone: 440, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 33, bone: 400, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, 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 })
  4. AsyncWait(3.0)
  5. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 26, bone: 400, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, 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 })
    2. SyncWait(2.0)
  6. AsyncWait(24.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 440, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, 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: true })

SFX

  1. SoundEffect1(1184)
  2. SoundEffect1(3106)
  3. AsyncWait(9.0)
  4. LedgeGrabEnable(EnableInFrontAndBehind)
  5. SyncWait(23.0)
  6. LedgeGrabEnable(EnableInFront)
  7. SoundEffect1(3108)

Other

  1. ItemVisibility(false)