PM3.6 - Wario-Man - Subaction - SpecialLwFlyR

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Stats

IASA: None
Hitboxes active: 9-26
Hitbox set 0 hits: 9
Subaction Index: 0x201

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:9-10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 19 30 100 30 Darkness Explosion false 10 9

Frames:11-26

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 17 30 96 80 Darkness Explosion false 9 8

Scripts

Main

  1. UnknownEvent { namespace: 0x12, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 10 }), Variable(Variable { memory_type: LongtermAccess, data_type: Bool, address: 1 })] }
  2. AsyncWait(4.0)
  3. Armor { armor_type: SuperArmor, tolerance: 0.0 }
  4. AsyncWait(8.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(19.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 13.0, 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: Darkness, unk1: false, sound_level: 3, unk2: false, sound: Explosion, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })
  6. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  7. AsyncWait(10.0)
  8. Armor { armor_type: None, tolerance: 0.0 }
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 80, wdsk: 0, kbg: 96, shield_damage: 0, bkb: 30, size: 7.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 3, unk2: false, sound: Explosion, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })
  10. SyncWait(16.0)
  11. DeleteAllHitBoxes
  12. EnableInterruptGroup(GroundJump)
  13. EnableInterruptGroup(AirJump)

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 22, graphic: 27, 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: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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: 1.2, 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 })
  4. AsyncWait(6.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 22, graphic: 28, bone: 5, 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 })
  6. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 190 }
  7. AsyncWait(8.0)
  8. FlashEffectOverlay { red: 255, green: 128, blue: 0, alpha: 80 }
  9. AsyncWait(10.0)
  10. SetColorOfFlashEffectOverlay { transition_time: 25, red: 255, green: 0, blue: 0, alpha: 0 }
  11. AsyncWait(35.0)
  12. RemoveFlashEffect

SFX

  1. AsyncWait(8.0)
  2. SoundEffect1(4875)

Other

  1. AsyncWait(7.0)
  2. ScreenShake { magnitude: 2 }
  3. Rumble { unk1: 15, unk2: 0 }