PM3.02 - Kirby - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 18-19
Hitbox set 0 hits: 18
Subaction Index: 0x1ec

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:18-19

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 23 65 78 65 Normal Kick false 1.25 12 13
0 1 18 50 70 55 Normal Kick false 1 10 8

Scripts

Main

  1. GenerateArticle { article_id: 0, subaction_only: true }
  2. FrameSpeedModifier { multiplier: 1.41, unk: 0 }
  3. AsyncWait(22.0)
  4. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  5. AsyncWait(23.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 0, set_id: 0, damage: Constant(23.0), trajectory: 65, wdsk: 0, kbg: 78, shield_damage: 0, bkb: 65, size: 5.0, x_offset: 0.0, y_offset: 8.8, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.25, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 440, hitbox_id: 1, set_id: 0, damage: Constant(18.0), trajectory: 55, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 50, size: 3.0, x_offset: 0.0, y_offset: 2.4, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: false, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(2.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(49.0)
  11. ArticleAnimation(0)

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 4, 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: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, 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 })
  4. AsyncWait(14.0)
  5. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(5), Value(440), Scalar(0.0), Scalar(9.0), Scalar(2.0), Value(440), Scalar(0.0), Scalar(12.5), Scalar(2.0), Bool(true), Value(0), Value(400), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Value(8), Value(2), Scalar(4.0)] }
  6. AsyncWait(19.0)
  7. GraphicEffect(GraphicEffect { graphic: 14, 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: 1.4, 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 })
  8. 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 })
  9. AsyncWait(29.0)
  10. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(393220), Bool(true), Bool(true)] }
  11. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(1179)
  3. SoundEffect1(3121)
  4. SyncWait(22.0)
  5. SoundEffect1(3120)
  6. SoundEffect1(3122)
  7. SyncWait(2.0)
  8. SoundEffect1(113)

Other

  1. ItemVisibility(false)
  2. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  3. AsyncWait(22.0)
  4. Rumble { unk1: 14, unk2: 0 }
  5. ScreenShake { magnitude: 0 }
  6. AsyncWait(47.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 10 }