PM3.02 - Yoshi - Subaction - SpecialLw

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Stats

IASA: None
Hitboxes active: 3-7, 27-28
Hitbox set 0 hits: 3, 27
Subaction Index: 0x1dc

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:3-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Freeze frame disable Shieldstun Hitlag Targets
0 0 4 85 0 100 80 Normal Unknown(64) AD true 3 4

Frame:27

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Shieldstun Hitlag Targets
0 0 16 52 100 80 Normal MagicZap AD 10 9 8

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 85, kbg: 100, shield_damage: 0, bkb: 0, size: 6.64, x_offset: 0.0, y_offset: 6.64, z_offset: 9.765, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Butt, clang: true, unk5: true, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: false, flinchless: false })
  3. AsyncWait(7.0)
  4. DeleteAllHitBoxes
  5. AsyncWait(8.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  7. LedgeGrabEnable(EnableInFrontAndBehind)
  8. AsyncWait(26.0)
  9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 10, bkb: 52, size: 5.576, x_offset: 0.0, y_offset: 9.4, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Butt, clang: true, unk5: true, 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: 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 })

GFX

    SFX

    1. AsyncWait(1.0)
    2. SyncWait(1.0)
    3. SoundEffect1(2989)

    Other

    1. Rumble { unk1: 12, unk2: 0 }