PM3.02 - Ness - Subaction - AttackDash

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Stats

IASA: 40
Hitboxes active: 8, 15, 22
Hitbox set 0 hits: 8, 15, 22
Subaction Index: 0x4e

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 5 60 0 100 0 Electric MagicZap false 1 4 4
0 1 5 0 60 70 100 Electric MagicZap false 1 4 4
0 2 5 0 25 100 361 Normal MagicZap false 0 4 4

Frame:15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 4 70 0 100 20 Electric MagicZap false 1.2 1 3 5

Frame:22

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 4 80 90 100 Electric MagicZap false 1 3 4

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 0, wdsk: 60, kbg: 100, shield_damage: 1, bkb: 0, size: 5.175, x_offset: 0.0, y_offset: 5.5, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 100, wdsk: 0, kbg: 70, shield_damage: 1, bkb: 60, size: 5.175, x_offset: 0.0, y_offset: 5.5, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 6.325, x_offset: 0.0, y_offset: 4.3, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(1.0)
  6. DeleteAllHitBoxes
  7. SyncWait(6.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 20, wdsk: 70, kbg: 100, shield_damage: 1, bkb: 0, size: 5.75, x_offset: 0.0, y_offset: 4.8, z_offset: 16.0, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(1.0)
  10. DeleteAllHitBoxes
  11. SyncWait(6.0)
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 0, kbg: 90, shield_damage: 1, bkb: 80, size: 5.75, x_offset: 0.0, y_offset: 4.8, z_offset: 20.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  13. SyncWait(1.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(39.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.5, 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: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 8.0, y_offset: 4.8, 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: true })
  4. AsyncWait(14.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 16.0, y_offset: 4.8, 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: true })
  6. AsyncWait(21.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 20.0, y_offset: 4.8, 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: true })

SFX

  1. AsyncWait(7.0)
  2. SoundVoiceLow
  3. SoundEffect1(3662)
  4. SyncWait(31.0)
  5. SoundEffect1(3729)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(8.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(34.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }