PM3.02 - Snake - Subaction - SpecialHiStart

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Stats

IASA: None
Fully Intangible: 1-4
Hitboxes active: 5-6
Hitbox set 0 hits: 5
Subaction Index: 0x1ce

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 6 67 55 361 Electric Kick false 4 4
0 1 6 67 55 361 Electric Kick false 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(3.0)
  3. GenerateArticle { article_id: 3, subaction_only: true }
  4. AsyncWait(4.0)
  5. ChangeHurtBoxStateAll { state: Normal }
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 67, size: 6.0, x_offset: 0.0, y_offset: 8.75, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 67, size: 6.0, x_offset: 0.0, y_offset: 8.75, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(6.0)
  9. DeleteAllHitBoxes

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: 5.0, y_offset: 10.0, 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 })
  3. loop 4 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 47, graphic: 13, bone: -2, 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: 1.4, randomize: None, terminate_with_animation: true })
    2. SyncWait(1.0)

SFX

  1. AsyncWait(3.0)
  2. SoundEffectVictory(6442)

Other

  1. ItemVisibility(false)
  2. SlopeContourStand { leg_bone_parent: 6 }