PM3.02 - Mario - Subaction - SpecialAirLw

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Stats

IASA: None
Hitboxes active: 8-9, 12-33, 44-45
Hitbox set 0 hits: 8, 12, 44
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:8-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 40 1 0 140 Normal MagicZap 2 3
0 1 2 40 1 0 140 Normal MagicZap 2 3

Frames:12-33

Set ID Dmg WDSK BKB KBG Angle Effect Sound Rehit Rate Shieldstun Hitlag Targets
0 0 1 1 40 0 170 Normal MagicZap 4 2 3
0 1 1 1 40 0 170 Normal MagicZap 4 2 3
0 2 1 1 40 0 90 Normal MagicZap 4 2 3

Frames:44-45

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 60 115 80 Normal Kick 4 4

Scripts

Main

  1. ResetVerticalVelocityAndAcceleration(true)
  2. ResetVerticalVelocityAndAcceleration(false)
  3. Subroutine(SpecialLw Main 0x2332c)
  4. BoolVariableSetTrue { variable: LongtermAccessBool (0x74) }

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 107, bone: 10, x_offset: 0.0, y_offset: 3.2, z_offset: 10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.3, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 107, bone: 10, x_offset: 0.0, y_offset: 3.2, z_offset: -5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.3, randomize: None, terminate_with_animation: true })
  4. loop 7 times:
    1. SyncWait(2.0)
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 0, x_offset: 0.0, y_offset: 9.0, 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: 36, bone: 0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: None, terminate_with_animation: true })
    4. SyncWait(2.0)
  5. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(36), Bool(false), Bool(true)] }
  6. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(107), Bool(false), Bool(true)] }

SFX

  1. Subroutine(SpecialLw SFX 0x22fc4)

Other

  1. RumbleLoop { unk1: 3, unk2: 40 }
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. loop Infinite times:
    1. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
      1. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.05) }
      2. if (BoolIsTrue LongtermAccessBool (0x73))
        1. IfStatementAnd (not(BoolIsTrue LongtermAccessBool (0x74)))
        2. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.875) }
        3. BoolVariableSetFalse { variable: LongtermAccessBool (0x73) }
        4. SyncWait(6.0)
    2. SyncWait(1.0)