PM3.02 - Sonic - Subaction - SpecialSEndLoop

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Stats

IASA: None
Partially Intangible: 1-52
Hitboxes active: 1-2, 5-6, 9-10, 13-14, 17-18
Hitbox set 0 hits: 1, 5, 9, 13, 17
Subaction Index: 0x1dd

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 1 50 120 25 Normal Unknown(24) MD false 2 3
0 1 1 50 120 25 Normal Unknown(24) MD false 2 3
0 2 1 50 120 25 Normal Unknown(24) MD false 2 3

Frames:5-6

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 1 50 120 25 Normal Unknown(24) MD false 2 3
0 1 1 50 120 25 Normal Unknown(24) MD false 2 3
0 2 1 50 120 25 Normal Unknown(24) MD false 2 3

Frames:9-10

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 1 50 120 25 Normal Unknown(24) MD false 2 3
0 1 1 50 120 25 Normal Unknown(24) MD false 2 3
0 2 1 50 120 25 Normal Unknown(24) MD false 2 3

Frames:13-14

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 1 50 120 25 Normal Unknown(24) MD false 2 3
0 1 1 50 120 25 Normal Unknown(24) MD false 2 3
0 2 1 50 120 25 Normal Unknown(24) MD false 2 3

Frames:17-18

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 1 50 120 25 Normal Unknown(24) MD false 2 3
0 1 1 50 120 25 Normal Unknown(24) MD false 2 3
0 2 1 50 120 25 Normal Unknown(24) MD false 2 3

Scripts

Main

  1. DeleteAllHitBoxes
  2. loop 5 times:
    1. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 19, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 25, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 50, size: 4.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 21, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 25, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 50, size: 1.7, x_offset: 0.0, y_offset: -2.9994667, z_offset: 4.1999664, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 21, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 25, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 50, size: 2.2, x_offset: 0.0, y_offset: -0.9984, z_offset: 4.7, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
    4. SyncWait(2.0)
    5. DeleteAllHitBoxes
    6. SyncWait(2.0)
  3. AsyncWait(29.0)
  4. DisableInterrupt(12288)

GFX

  1. if ((LongtermAccessInt (0x63) LessThan scalar(9)))
    1. DisableInterruptGroup(GroundJump)
    2. loop Infinite times:
      1. if ((LongtermAccessInt (0x63) GreaterThanOrEqual scalar(9)))
        1. EnableInterruptGroup(GroundJump)
        2. EnableInterruptGroup(AirJump)
        3. FlashEffectOverlay { red: 160, green: 160, blue: 255, alpha: 240 }
        4. SyncWait(2.0)
        5. SetColorOfFlashEffectOverlay { transition_time: 6, red: 240, green: 240, blue: 255, alpha: 128 }
        6. SyncWait(6.0)
        7. RemoveFlashEffect
        8. UnknownEvent { namespace: 0x0, code: 0x6, unk1: 0x0, arguments: [] }
      2. SyncWait(1.0)
  2. else
    1. EnableInterruptGroup(GroundJump)

SFX

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. SoundEffect1(6547)
  3. AsyncWait(17.0)
  4. FrameSpeedModifier { multiplier: 1.3, unk: 0 }

Other

  1. ItemVisibility(false)
  2. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  3. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  4. Subroutine(0x2430)
  5. AsyncWait(5.0)
  6. loop 2 times:
    1. Subroutine(0x2430)
    2. SyncWait(1.0)
    3. Subroutine(0x24c8)
    4. SyncWait(1.0)
  7. loop 2 times:
    1. Subroutine(0x2430)
    2. SyncWait(2.0)
    3. Subroutine(0x24c8)
    4. SyncWait(2.0)
  8. loop 2 times:
    1. Subroutine(0x2430)
    2. SyncWait(1.0)
    3. Subroutine(0x24c8)
    4. SyncWait(3.0)
  9. SyncWait(2.0)
  10. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  11. ItemVisibility(true)
  12. AsyncWait(32.0)
  13. NormalizePhysics
  14. AsyncWait(34.0)
  15. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }