PM3.02 - Kirby - Subaction - ThrowCutter

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Stats

IASA: 22
Hitboxes active: 1-15
Hitbox set 0 hits: 1
Subaction Index: 0x51

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:1-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 20 115 70 Slash Slash 5 5
0 1 8 20 115 70 Slash Slash 5 5

Scripts

Main

  1. DeleteSwordGlow { fade_time: 0 }
  2. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(393221), Bool(true), Bool(true)] }
  3. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 70, wdsk: 0, kbg: 115, shield_damage: 0, bkb: 20, size: 3.5, x_offset: 0.0, y_offset: -2.5, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 70, wdsk: 0, kbg: 115, shield_damage: 0, bkb: 20, size: 3.5, x_offset: 0.0, y_offset: 6.0, 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 })
  5. AsyncWait(10.0)
  6. DeleteSwordGlow { fade_time: 10 }
  7. EnableInterruptGroup(AirLanding)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: false })
  9. AsyncWait(15.0)
  10. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(393222), Bool(true), Bool(true)] }
  11. DeleteAllHitBoxes
  12. AsyncWait(21.0)
  13. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { 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, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 6, graphic: 12, 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. SwordGlow(SwordGlow { color: 7, blur_length: 6, point1_bone: 440, point1_x_offset: 0.0, point1_y_offset: 4.0, point1_z_offset: 0.0, point2_bone: 440, point2_x_offset: 0.0, point2_y_offset: 17.0, point2_z_offset: 1.25, delete_after_subaction: true, graphic_id: 0, bone_id: 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, glow_length: 3.0 })
  4. IntVariableIncrement { variable: LongtermAccessInt (0x63) }
  5. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 99 }), Variable(Variable { memory_type: LongtermAccess, data_type: Int, address: 1 })] }
  6. AsyncWait(12.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 0, x_offset: 0.0, y_offset: 9.0, z_offset: 8.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.1, 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 })
  8. AsyncWait(17.0)
  9. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(393228), Bool(true), Bool(true)] }

SFX

  1. SoundEffect1(3106)
  2. AsyncWait(18.0)
  3. SetAirGround(0)
  4. SetVelocity { x_vel: 0.7, y_vel: 0.0 }
  5. AsyncWait(25.0)
  6. AllowInterrupts

Other