PM3.02 - Mario - Subaction - SpecialHi

| 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 | 37 | 38 |

Stats

IASA: None
Fully Intangible: 3-6
Hitboxes active: 3-15
Hitbox set 0 hits: 3, 8, 9, 10, 12, 14
Subaction Index: 0x1d2

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:3-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 130 0 100 70 Coin Coin 4 4
0 1 5 130 0 100 90 Coin Coin 4 4

Frames:7-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 110 0 100 74 Coin Coin 0 0 2 0
0 1 1 150 0 100 78 Coin Coin 0 0 2 0

Frames:10-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 90 0 100 72 Coin Coin 0 0 2 0
0 1 1 120 0 100 78 Coin Coin 0 0 2 0

Frames:14-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 40 140 50 Coin Coin 3 3
0 1 3 40 140 50 Coin Coin 3 3

Scripts

Main

  1. AsyncWait(2.0)
  2. UnknownEvent { namespace: 0x9, code: 0x0, unk1: 0x0, arguments: [Value(2)] }
  3. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  4. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 130, kbg: 100, shield_damage: 0, bkb: 0, size: 7.42, x_offset: 0.0, y_offset: 0.0, z_offset: 2.58, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Coin, unk1: false, sound_level: 1, unk2: false, sound: Coin, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 130, kbg: 100, shield_damage: 0, bkb: 0, size: 5.08, 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: Coin, unk1: false, sound_level: 1, unk2: false, sound: Coin, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  8. SyncWait(2.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  10. SyncWait(1.0)
  11. ChangeHurtBoxStateAll { state: Normal }
  12. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 74, wdsk: 110, kbg: 100, shield_damage: 0, bkb: 0, size: 6.25, x_offset: 0.0, y_offset: 0.0, z_offset: 3.44, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Coin, unk1: false, sound_level: 1, unk2: false, sound: Coin, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 78, wdsk: 150, kbg: 100, shield_damage: 0, bkb: 0, size: 5.08, x_offset: 0.0, y_offset: 0.0, z_offset: 5.16, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Coin, unk1: false, sound_level: 1, unk2: false, sound: Coin, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(1.0)
    4. DeleteAllHitBoxes
  13. LedgeGrabEnable(EnableInFront)
  14. loop 2 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 72, wdsk: 90, kbg: 100, shield_damage: 0, bkb: 0, size: 6.25, x_offset: 0.0, y_offset: 0.0, z_offset: 3.44, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Coin, unk1: false, sound_level: 1, unk2: false, sound: Coin, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 78, wdsk: 120, kbg: 100, shield_damage: 0, bkb: 0, size: 5.08, x_offset: 0.0, y_offset: 0.0, z_offset: 5.16, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Coin, unk1: false, sound_level: 1, unk2: false, sound: Coin, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(2.0)
    4. DeleteAllHitBoxes
  15. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 40, size: 8.79, 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: Coin, unk1: false, sound_level: 2, unk2: false, sound: Coin, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  16. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 40, size: 3.91, 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: Coin, unk1: false, sound_level: 2, unk2: false, sound: Coin, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  17. SyncWait(2.0)
  18. DeleteAllHitBoxes
  19. LedgeGrabEnable(EnableInFrontAndBehind)
  20. if (not(BoolIsTrue LongtermAccessBool (0x71)))
    1. EnableInterruptGroup(AirWalljump)

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 13, bone: 0, 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 })
  3. SyncWait(1.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 48, x_offset: 0.0, y_offset: -0.4, 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 })

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(272)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 13, unk2: 0 }