PM3.6 - Mario - Subaction - SpecialS

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 |

Stats

IASA: None
Hitboxes active: 12-14
Hitbox set 0 hits: 12
Subaction Index: 0x1d0

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:12-14

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldable Shieldstun Hitlag Targets
0 0 10 30 80 110 Reverse Unknown(64) AD false false 6 6
0 1 10 30 80 110 Reverse Unknown(64) AD false false 6 6
0 2 9 30 80 110 Reverse Unknown(64) AD false false 6 5

Scripts

Main

  1. ItemVisibility(false)
  2. GenerateArticle { article_id: 0, subaction_only: true }
  3. AsyncWait(5.0)
  4. DefensiveCollision { ty: Reflect, unk: 0, direction: FrontAndBack }
  5. AsyncWait(11.0)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 110, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 2.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Reverse, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 110, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 6.0, x_offset: 0.0, y_offset: 9.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Reverse, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, 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: false, 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. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 110, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 7.0, x_offset: 0.0, y_offset: 5.5, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Reverse, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, 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: false, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. AsyncWait(14.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(33.0)
  12. UnknownEvent { namespace: 0x6, code: 0x18, unk1: 0x0, arguments: [Value(3), Value(0), Value(2)] }

GFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 1, graphic: 4, bone: 48, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  3. SyncWait(1.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 1, graphic: 5, bone: 48, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  5. GraphicEffect(GraphicEffect { graphic: 14, 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, 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 })

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(274)
  3. SyncWait(4.0)
  4. SoundEffect1(353)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. ItemVisibility(false)
  3. AsyncWait(9.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }
  5. AsyncWait(12.0)
  6. Rumble { unk1: 13, unk2: 0 }
  7. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 0.0, speed: 300.0, size: 0.5, unk3: 12.0, unk4: 10.0, unk5: 30.0, unk6: 20.0, unk7: 20.0, unk8: 50 })
  8. AsyncWait(22.0)
  9. EndAestheticWindEffect { unk: 0 }