PM3.6 - Wario-Man - Subaction - WarioManShoulderChargeAir

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Stats

IASA: None
Hitboxes active: 1-42
Hitbox set 0 hits: 1
Subaction Index: 0x1e8

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:1-42

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

Scripts

Main

  1. 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: 4.25, x_offset: -1.0, y_offset: -3.75, z_offset: 3.0, 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: false, 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 })
  2. AsyncWait(20.0)
  3. EnableInterruptGroup(AirJump)
  4. AsyncWait(42.0)
  5. DeleteAllHitBoxes
  6. BoolVariableSetFalse { variable: RandomAccessBool (0x79) }

GFX

  1. SoundEffectOther1(4850)
  2. SoundEffect1(4848)
  3. if (not(BoolIsTrue RandomAccessBool (0x7a)))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 30, 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: 1.25, 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. loop 4 times:
    1. Subroutine(0x26488)

SFX

    Other

    1. RumbleLoop { unk1: 2, unk2: 0 }
    2. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    3. SetOrAddVelocity(SetOrAddVelocity { x_vel: 3.0, y_vel: 3.0, x_set: false, y_set: false })
    4. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }