PM3.6 - Mario - Subaction - SpecialAirLw

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Stats

IASA: None
Hitboxes active: 8-9, 12-33, 44-45
Hitbox set 0 hits: 8, 12, 44
Subaction Index: 0x1d5

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:8-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 40 1 0 140 Normal MagicZap 2 3
0 1 2 40 1 0 140 Normal MagicZap 2 3

Frames:12-33

Set ID Dmg WDSK BKB KBG Angle Effect Sound Rehit Rate Shieldstun Hitlag Targets
0 0 1 1 40 0 170 Normal MagicZap 4 2 3
0 1 1 1 40 0 170 Normal MagicZap 4 2 3
0 2 1 1 40 0 90 Normal MagicZap 4 2 3

Frames:44-45

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 60 115 80 Normal Kick 4 4

Scripts

Main

  1. ResetVerticalVelocityAndAcceleration(true)
  2. ResetVerticalVelocityAndAcceleration(false)
  3. Subroutine(SpecialLw Main 0x2332c)
  4. BoolVariableSetTrue { variable: LongtermAccessBool (0x74) }

GFX

  1. AsyncWait(6.0)
  2. loop 6 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 2, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -6.0, scale: 1.051, randomize: None, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 2, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 120.0, z_rotation: 6.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 2, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 240.0, z_rotation: -6.0, scale: 0.8, randomize: None, terminate_with_animation: true })
    4. SyncWait(5.0)
  3. AsyncWait(43.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 37, bone: 0, 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: 1.0, 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: true })
  5. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, 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: 0.8, 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: true })

SFX

  1. Subroutine(SpecialLw SFX 0x22fc4)

Other

  1. RumbleLoop { unk1: 3, unk2: 40 }
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. loop Infinite times:
    1. if (BoolIsTrue RandomAccessBool(SpecialsMovement))
      1. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.05) }
      2. if (BoolIsTrue LongtermAccessBool (0x73))
        1. IfStatementAnd (not(BoolIsTrue LongtermAccessBool (0x74)))
        2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 12, bone: 0, x_offset: 0.0, y_offset: 0.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, randomize: None, terminate_with_animation: true })
        3. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.875) }
        4. BoolVariableSetFalse { variable: LongtermAccessBool (0x73) }
        5. SyncWait(6.0)
    2. SyncWait(1.0)