PM3.6 - R.O.B - Subaction - SpecialAirN

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Stats

IASA: None
Hitboxes active: 25-27
Hitbox set 0 hits: 25
Subaction Index: 0x1cf

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:25-27

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 7 40 100 361 Flame Burn false false 5 5

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  3. AsyncWait(24.0)
  4. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  6. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.74, x_offset: 1.13, y_offset: 0.0, z_offset: 6.58, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: false, direct: false, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(29.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }

GFX

  1. Goto(SpecialN GFX 0xc488)

SFX

    Other

    1. SlopeContourStand { leg_bone_parent: 9 }
    2. AsyncWait(23.0)
    3. Rumble { unk1: 14, unk2: 0 }
    4. AsyncWait(24.0)
    5. ScreenShake { magnitude: 0 }