PM3.6 - Luigi - Subaction - SpecialS

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Stats

IASA: None
Hitboxes active: 5-44
Hitbox set 0 hits: 5
Subaction Index: 0x1d2

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:5-43

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Shieldstun Hitlag Targets
0 0 10 20 80 361 Unknown(15) Unknown(64) MD 4 6 6

Scripts

Main

  1. if ((LongtermAccessInt (0x5b) LessThan scalar(7)))
    1. IntVariableAdd { variable: LongtermAccessInt (0x5b), value: 1 }
  2. AsyncWait(3.0)
  3. UnknownEvent { namespace: 0x9, code: 0x0, unk1: 0x0, arguments: [Value(2)] }
  4. SetAirGround(102)
  5. SetEdgeSlide(Airbourne)
  6. AsyncWait(4.0)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 38, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 4, bkb: 20, size: 3.52, 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: Unknown(15), unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, 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: false, 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 })
  8. AsyncWait(5.0)
  9. ChangeHurtBoxStateAll { state: Normal }
  10. AsyncWait(13.0)
  11. UnknownEvent { namespace: 0x6, code: 0x2f, unk1: 0x0, arguments: [Value(0), Value(1023)] }
  12. EnableInterrupt(10146)
  13. AsyncWait(20.0)
  14. LedgeGrabEnable(EnableInFrontAndBehind)
  15. AsyncWait(24.0)
  16. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 9, graphic: 1, bone: 0, x_offset: -2.0, y_offset: 4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.25, randomize: None, terminate_with_animation: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 9, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(1269)
  3. SoundEffectTransient(3466)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 13, unk2: 0 }
  3. SlopeContourStand { leg_bone_parent: 0 }