PM3.02 - Mario - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 12-14
Hitbox set 0 hits: 12
Subaction Index: 0x1d0

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:12-14

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldable Shieldstun Hitlag Targets
0 0 8 30 80 110 Reverse Unknown(64) AD false false 5 5
0 1 8 30 80 110 Reverse Unknown(64) AD false false 5 5
0 2 7 30 80 110 Reverse Unknown(64) AD false false 5 5

Scripts

Main

  1. ItemVisibility(false)
  2. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(7)))
    1. if (not(ArticleExists value(2)))
      1. GenerateArticle { article_id: 2, subaction_only: true }
    2. else
      1. ArticleVisibility { article_id: 2, visibility: true }
    3. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(0)] }
  3. else
    1. GenerateArticle { article_id: 0, subaction_only: true }
  4. AsyncWait(5.0)
  5. DefensiveCollision { ty: Reflect, unk: 0, direction: FrontAndBack }
  6. AsyncWait(11.0)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 110, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 2.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Reverse, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 110, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 9.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Reverse, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 110, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 7.0, x_offset: 0.0, y_offset: 5.5, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Reverse, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  10. AsyncWait(14.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(33.0)
  13. UnknownEvent { namespace: 0x6, code: 0x18, unk1: 0x0, arguments: [Value(3), Value(0), Value(2)] }

GFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 1, graphic: 4, bone: 48, x_offset: 0.0, y_offset: 8.0, 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. SyncWait(1.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 1, graphic: 5, bone: 48, x_offset: 0.0, y_offset: 8.0, 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 })
  5. GraphicEffect(GraphicEffect { graphic: 14, 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 })

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(274)
  3. SyncWait(4.0)
  4. SoundEffect1(353)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. ItemVisibility(false)
  3. AsyncWait(9.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }
  5. AsyncWait(12.0)
  6. Rumble { unk1: 13, unk2: 0 }
  7. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 0.0, speed: 300.0, size: 0.5, unk3: 12.0, unk4: 10.0, unk5: 30.0, unk6: 20.0, unk7: 20.0, unk8: 50 })
  8. AsyncWait(22.0)
  9. EndAestheticWindEffect { unk: 0 }