PM3.6 - Snake - Subaction - SpecialAirHiHang

| 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 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 |

Stats

IASA: None
Hitboxes active: 1-44
Hitbox set 0 hits: 1
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:1-44

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 6 55 85 77 Electric Shock false 4 4
0 1 6 55 85 77 Electric Shock false 4 4
0 2 6 55 85 77 Electric Shock false 4 4

Scripts

Main

  1. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 77, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 55, size: 3.25, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  2. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 77, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 55, size: 3.25, 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: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 77, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 55, size: 3.25, x_offset: 0.0, y_offset: -4.25, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
  4. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.5) }
  5. AsyncWait(4.0)
  6. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(0), Scalar(3.35)] }
  7. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(1), Scalar(3.25)] }
  8. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(2), Scalar(3.25)] }
  9. Subroutine(0x17d28)
  10. ToggleInterrupt { interrupt_type: AirSpecial, interrupt_id: 10098 }
  11. AsyncWait(44.0)
  12. DeleteAllHitBoxes

GFX

  1. loop 7 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 47, graphic: 13, bone: -2, 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: None, terminate_with_animation: true })
    2. SyncWait(1.0)

SFX

  1. SoundEffectTransient(6388)
  2. loop 6 times:
    1. FlashEffectOverlay { red: 151, green: 255, blue: 255, alpha: 256 }
    2. SetColorOfFlashEffectOverlay { transition_time: 8, red: 0, green: 0, blue: 0, alpha: 50 }
    3. SyncWait(8.0)
    4. RemoveFlashEffect
  3. AsyncWait(44.0)
  4. SoundEffectStop(6388)

Other

  1. FloatVariableSet { variable: RandomAccessFloat (0xa), value: LongtermAccessFloat (0x34) }
  2. FloatVariableMultiply { variable: RandomAccessFloat (0xa), value: -5 }
  3. FloatVariableAdd { variable: RandomAccessFloat (0xa), value: 72 }
  4. ItemVisibility(false)
  5. RumbleLoop { unk1: 3, unk2: 90 }
  6. loop Infinite times:
    1. FloatVariableSubtract { variable: RandomAccessFloat (0xa), value: 1 }
    2. if ((RandomAccessFloat (0xa) LessThanOrEqual scalar(0)))
      1. ToggleInterrupt { interrupt_type: AirDodge, interrupt_id: 10060 }
      2. EnableInterrupt(10147)
    3. SyncWait(1.0)