PM3.6 - Toon Link - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 3-30, 32
Hitbox set 0 hits: 3, 32
Hitbox set 1 hits: 3
Subaction Index: 0x1db

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:3-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldstun Hitlag Targets
0 0 1 80 0 40 180 Slash MagicZap false 1 1 4 2 3
0 1 1 80 0 55 180 Slash MagicZap false 1 1 4 2 3
0 2 1 80 0 70 180 Slash MagicZap false 1 1 4 2 3
1 3 0 10 0 100 180 Slash MagicZap false 0 0 7 1 0

Frames:16-30

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Rehit Rate Shieldstun Hitlag Targets
0 0 1 50 0 40 180 Slash MagicZap false 1 1 5 2 3
0 1 1 50 0 70 180 Slash MagicZap false 1 1 5 2 3
0 2 1 50 0 100 180 Slash MagicZap false 1 1 5 2 3
1 3 1 10 0 100 180 Slash MagicZap false 0 0 8 2 0

Frame:32

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 45 160 55 Slash Unknown(24) 3 3
0 1 3 45 160 55 Slash Unknown(24) 3 3
0 2 3 45 160 55 Slash Unknown(24) 3 3
0 3 3 45 160 55 Slash Unknown(24) 3 3
0 4 3 45 160 55 Slash Unknown(24) 3 3

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 80, kbg: 40, shield_damage: 0, bkb: 0, size: 4.1, 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: Slash, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 4, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 25, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 80, kbg: 55, shield_damage: 0, bkb: 0, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 4, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 25, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 80, kbg: 70, shield_damage: 0, bkb: 0, size: 4.92, 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: Slash, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 4, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 1, damage: Constant(0.0), trajectory: 180, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, x_offset: 0.0, y_offset: 4.7, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 7, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. AsyncWait(15.0)
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 50, kbg: 40, shield_damage: 0, bkb: 0, size: 4.1, 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: Slash, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 5, angle_flipping: AttackerPosition, 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: true, 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: 25, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 50, kbg: 70, shield_damage: 0, bkb: 0, size: 4.1, x_offset: 0.0, y_offset: 0.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 5, angle_flipping: AttackerPosition, 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: true, 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. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 25, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 180, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 4.92, 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: Slash, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 5, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 1, damage: Constant(1.0), trajectory: 180, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, x_offset: 0.0, y_offset: 4.7, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 8, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  11. AsyncWait(30.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(31.0)
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 55, wdsk: 0, kbg: 160, shield_damage: 0, bkb: 45, size: 4.1, x_offset: 0.0, y_offset: 7.52, z_offset: -10.34, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  15. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 55, wdsk: 0, kbg: 160, shield_damage: 0, bkb: 45, size: 4.1, x_offset: 0.0, y_offset: 6.58, z_offset: -5.64, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  16. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 55, wdsk: 0, kbg: 160, shield_damage: 0, bkb: 45, size: 5.17, x_offset: 0.0, y_offset: 5.64, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  17. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 55, wdsk: 0, kbg: 160, shield_damage: 0, bkb: 45, size: 4.1, x_offset: 0.0, y_offset: 5.17, z_offset: 3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  18. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(3.0), trajectory: 55, wdsk: 0, kbg: 160, shield_damage: 0, bkb: 45, size: 4.1, x_offset: 0.0, y_offset: 5.17, z_offset: 7.52, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  19. AsyncWait(32.0)
  20. DeleteAllHitBoxes

GFX

  1. 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: 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 })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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, 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: false })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 42, graphic: 5, bone: 22, 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: 1.2, randomize: None, terminate_with_animation: true })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 42, graphic: 5, bone: 25, x_offset: 3.0, y_offset: 0.0, z_offset: -3.0, x_rotation: 0.0, y_rotation: 30.0, z_rotation: 0.0, scale: 1.3, randomize: None, terminate_with_animation: true })
  5. AsyncWait(2.0)
  6. Subroutine(0x2d2b4)
  7. FlashEffectOverlay { red: 255, green: 170, blue: 0, alpha: 60 }
  8. AsyncWait(31.0)
  9. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, 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, 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: false })
  10. SetColorOfFlashEffectOverlay { transition_time: 20, red: 0, green: 0, blue: 0, alpha: 0 }
  11. AsyncWait(34.0)
  12. DeleteSwordGlow { fade_time: 1 }
  13. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 22, x_offset: 0.0, y_offset: 0.0, z_offset: 10.0, 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 })
  14. AsyncWait(51.0)
  15. RemoveFlashEffect

SFX

  1. AsyncWait(2.0)
  2. SoundEffectTransient(2528)
  3. SoundEffect1(6149)
  4. AsyncWait(9.0)
  5. SoundEffect1(6150)
  6. AsyncWait(16.0)
  7. SoundEffect1(6151)
  8. AsyncWait(23.0)
  9. SoundEffect1(6152)
  10. AsyncWait(30.0)
  11. SoundEffect1(6153)
  12. AsyncWait(36.0)
  13. SoundEffect1(6160)
  14. SoundEffect1(6162)
  15. AsyncWait(37.0)
  16. AsyncWait(44.0)

Other

  1. FloatVariableSet { variable: RandomAccessFloat (0x6), value: RandomAccessInt (0x0) }
  2. FloatVariableMultiply { variable: RandomAccessFloat (0x6), value: 0.0233 }
  3. FloatVariableAdd { variable: RandomAccessFloat (0x6), value: 0.1 }
  4. FloatVariableSet { variable: RandomAccessFloat (0x7), value: RandomAccessFloat (0x6) }
  5. FloatVariableMultiply { variable: RandomAccessFloat (0x7), value: -1 }
  6. SlopeContourStand { leg_bone_parent: 6 }
  7. AsyncWait(2.0)
  8. RumbleLoop { unk1: 2, unk2: 44 }
  9. SlopeContourStand { leg_bone_parent: 0 }
  10. SetAirGround(10)
  11. loop 27 times:
    1. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(ControlStickXAxisRelative) }
    2. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: 0.15 }
    3. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: RandomAccessFloat (0x6) }
    4. ResetVerticalVelocityAndAcceleration(true)
    5. SyncWait(1.0)
    6. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    7. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(5))), y_vel: Constant(0.0) }
    8. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(HorizontalCharacterVelocity) }
    9. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: -1 }
    10. if ((InternalConstantInt(HorizontalCharacterVelocity) GreaterThan RandomAccessFloat (0x6)))
      1. FloatVariableAdd { variable: RandomAccessFloat (0x5), value: RandomAccessFloat (0x6) }
      2. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(5))), y_vel: Constant(0.0) }
    11. if ((InternalConstantInt(HorizontalCharacterVelocity) LessThan RandomAccessFloat (0x7)))
      1. FloatVariableAdd { variable: RandomAccessFloat (0x5), value: RandomAccessFloat (0x7) }
      2. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(5))), y_vel: Constant(0.0) }
    12. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  12. SetAirGround(6)
  13. AsyncWait(31.0)
  14. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }
  15. Rumble { unk1: 17, unk2: 0 }