PM3.6 - Wario-Man - Subaction - ShoulderCharge_1

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Stats

IASA: None
Hitboxes active: 6-38
Hitbox set 0 hits: 6
Subaction Index: 0x1e6

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:6-13

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 17 50 80 361 Normal MagicZap AD false 1.4 9 12

Frames:14-25

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 21 50 85 361 Normal MagicZap AD false 1.4 11 13

Frames:26-38

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 26 50 80 361 Normal Unknown(64) AD false 1.4 13 16

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  2. AsyncWait(1.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. AsyncWait(5.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool (0x79) }
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 27, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.4, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: false, 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: 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 })
  7. AsyncWait(13.0)
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 27, hitbox_id: 0, set_id: 0, damage: Constant(21.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 50, size: 3.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.4, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: false, 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: 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. AsyncWait(25.0)
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 27, hitbox_id: 0, set_id: 0, damage: Constant(26.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.4, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: false, 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: 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(38.0)
  12. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 12 }
  13. DeleteAllHitBoxes
  14. BoolVariableSetFalse { variable: RandomAccessBool (0x79) }

GFX

  1. SoundEffect1(1891)
  2. SoundEffectOther1(4850)
  3. SoundEffectOther1(4850)
  4. GraphicEffect(GraphicEffect { graphic: 33, bone: 400, 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: true })
  5. AsyncWait(5.0)
  6. loop 4 times:
    1. SoundEffect2(4890)
    2. SoundEffect2(4888)
    3. SoundEffect2(4888)
    4. Subroutine(0x26488)

SFX

    Other

    1. RumbleLoop { unk1: 2, unk2: 0 }
    2. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    3. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: 0.0, x_set: true, y_set: true })
    4. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    5. AsyncWait(5.0)
    6. loop 10 times:
      1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
      2. SetOrAddVelocity(SetOrAddVelocity { x_vel: 3.5, y_vel: 0.0, x_set: true, y_set: true })
      3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
      4. ResetVerticalVelocityAndAcceleration(true)
      5. SyncWait(1.0)
    7. loop Infinite times:
      1. ResetVerticalVelocityAndAcceleration(true)
      2. SyncWait(1.0)