P+ - Fox - Subaction - AttackHi4

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 |

Stats

IASA: 40
Partially Intangible: 1-7
Hitboxes active: 5-14
Hitbox set 0 hits: 5
Subaction Index: 0x5d

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:5-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 17 26 108 80 Slash Kick 9 8
0 1 17 26 108 80 Slash Kick 9 8

Frames:8-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 10 100 361 Normal Kick 6 6
0 1 10 10 100 361 Normal Kick 6 6

Scripts

Main

  1. ChangeHurtBoxStateSpecific { bone: 46, state: IntangibleFlashing }
  2. AsyncWait(4.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 80, wdsk: 0, kbg: 108, shield_damage: 0, bkb: 26, size: 3.33, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 80, wdsk: 0, kbg: 108, shield_damage: 0, bkb: 26, size: 4.66, x_offset: 0.0, y_offset: 2.24, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(6.0)
  6. DeleteHitBox(2)
  7. SyncWait(1.0)
  8. UnchangeHurtBoxStateSpecific
  9. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.33, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.83, x_offset: 0.0, y_offset: 2.24, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(14.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(39.0)
  14. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 12.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(2.0)
  3. Subroutine(0x25330)
  4. SoundEffect1(169)
  5. SyncWait(1.0)
  6. SoundEffect1(112)
  7. SyncWait(1.0)
  8. SoundEffect1(3230)
  9. SyncWait(15.0)
  10. SoundEffectOther1(3188)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. SlopeContourStand { leg_bone_parent: 0 }
  5. AsyncWait(22.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }