PM3.02 - Ness - Subaction - SpecialLwHold

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Stats

IASA: None
Hitboxes active: 1-10
Hitbox set 0 hits: 1, 8
Subaction Index: 0x1e1

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:1-7

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 4 15 160 55 Electric MagicZap false 0.5 3 2

Frames:8-10

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 1 2 0 0 361 Electric MagicZap false 0 0 1 2 0

Scripts

Main

  1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 55, wdsk: 0, kbg: 160, shield_damage: 0, bkb: 15, size: 8.5, x_offset: 0.0, y_offset: 6.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, 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 })
  2. SyncWait(2.0)
  3. EnableInterruptGroup(GroundJump)
  4. EnableInterruptGroup(AirJump)
  5. SyncWait(5.0)
  6. DeleteAllHitBoxes
  7. loop Infinite times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 0, size: 8.5, x_offset: 0.0, y_offset: 6.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Electric, 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 })
    2. SyncWait(3.0)
    3. DeleteAllHitBoxes
    4. SyncWait(6.0)

GFX

    SFX

      Other

      1. SlopeContourStand { leg_bone_parent: 6 }
      2. RumbleLoop { unk1: 9, unk2: 0 }