PM3.02 - Link - Subaction - SpecialS1_1
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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 |
Stats
IASA: |
None |
Hitboxes active: |
21-22 |
Hitbox set 0 hits: |
21 |
Subaction Index: |
0x1d5 |
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:21-22
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
4 |
16 |
100 |
361 |
Normal |
Punch |
3 |
4 |
|
Scripts
Main
- AsyncWait(2.0)
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
- AsyncWait(20.0)
- CreateHitBox(HitBoxArguments { bone_index: 24, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 16, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- AsyncWait(22.0)
- DeleteAllHitBoxes
- AsyncWait(29.0)
- ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
GFX
- AsyncWait(18.0)
- GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: -15.0, 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 })
SFX
Other
- SlopeContourStand { leg_bone_parent: 6 }