PM3.6 - Sonic - Subaction - SpecialSHold

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Stats

IASA: None
Partially Intangible: 1-61
Hitboxes active: 5-6
Hitbox set 0 hits: 5
Subaction Index: 0x1d7

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 58 0 90 Normal Kick false 0.5 1.5 2 1

Scripts

Main

  1. FloatVariableSet { variable: LongtermAccessFloat (0x6), value: InternalConstantInt(HorizontalCharacterVelocity) }
  2. FloatVariableSet { variable: LongtermAccessFloat(CurryAngle1), value: InternalConstantInt(VerticalCharacterVelocity) }
  3. Subroutine(0x27ac4)
  4. loop Infinite times:
    1. AsyncWait(4.0)
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 58, size: 4.6, x_offset: 0.0, y_offset: 4.25, z_offset: -0.15, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.5, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(2.0)
    4. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 5, bone: 81, 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. loop Infinite times:
    1. GraphicEffect(GraphicEffect { graphic: 10, bone: 0, x_offset: -12.0, 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: 15.0, random_y_offset: 0.0, random_z_offset: 5.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
    2. SyncWait(10.0)

SFX

  1. SoundEffectTransient(6486)
  2. Goto(0x30b14)

Other

  1. Subroutine(0x2430)
  2. ItemVisibility(false)
  3. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  4. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  5. RumbleLoop { unk1: 2, unk2: 0 }
  6. AsyncWait(59.0)
  7. UnknownEvent { namespace: 0x1, code: 0x0, unk1: 0x0, arguments: [] }
  8. UnknownEvent { namespace: 0x1, code: 0x2, unk1: 0x0, arguments: [] }
  9. Goto(0x7d78)