PM3.02 - Kirby - Subaction - SpecialNEnd_10

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Stats

IASA: None
Hitboxes active: 11-20
Hitbox set 0 hits: 11
Subaction Index: 0x295

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:11-19

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 50 80 80 0 Aura Burn false 1.5 30 24 29
0 1 50 80 80 80 Aura Burn false 1 30 24 19
0 2 50 80 80 0 Aura Burn false 1 30 24 19

Scripts

Main

  1. Armor { armor_type: SuperArmor, tolerance: 0.0 }
  2. AsyncWait(10.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(50.0), trajectory: 0, wdsk: 0, kbg: 80, shield_damage: 30, bkb: 80, size: 12.3, x_offset: 0.0, y_offset: 9.4, z_offset: 8.083983, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(50.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 30, bkb: 80, size: 8.2, x_offset: 0.0, y_offset: 28.2, z_offset: 8.083983, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 2, set_id: 0, damage: Constant(50.0), trajectory: 0, wdsk: 0, kbg: 80, shield_damage: 30, bkb: 80, size: 3.28, x_offset: 0.0, y_offset: 39.48, z_offset: 8.083983, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(26.0)
  7. Armor { armor_type: None, tolerance: 0.0 }
  8. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 292, graphic: 1, 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 })
  2. AsyncWait(10.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 292, graphic: 2, bone: 400, 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: 1.2, 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: true })
  4. FlashEffectLight { red: 180, green: 230, blue: 255, alpha: 255, light_source_x: 75.0, light_source_y: -10.0 }
  5. AsyncWait(25.0)
  6. SetColorOfFlashEffectLight { transition_time: 20, red: 255, green: 255, blue: 255, alpha: 0 }
  7. AsyncWait(45.0)
  8. RemoveFlashEffect

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(6866)
  3. SyncWait(2.0)
  4. SoundEffect1(3037)
  5. SyncWait(6.0)
  6. SoundEffect1(3039)

Other

  1. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 2.0, stength: 110.0, speed: 300.0, size: 1.0, unk3: -4.0, unk4: 12.0, unk5: 20.0, unk6: 20.0, unk7: 20.0, unk8: 40 })
  2. ItemVisibility(false)
  3. AsyncWait(5.0)
  4. Rumble { unk1: 5, unk2: 0 }
  5. ScreenShake { magnitude: 2 }
  6. AsyncWait(22.0)
  7. EndAestheticWindEffect { unk: 0 }