P+ - Ice Climbers - Subaction - Attack11

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Stats

IASA: 16
Hitboxes active: 4-7
Hitbox set 0 hits: 4
Subaction Index: 0x48

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:4-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 0 100 45 Normal Punch 2 3
0 1 2 0 100 45 Normal Punch 2 3
0 2 2 0 100 45 Normal Punch 2 3

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(3.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 0.0, y_offset: 6.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(7.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(10.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(15.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(5), Value(23), Scalar(0.0), Scalar(7.3), Scalar(-1.0), Value(23), Scalar(0.0), Scalar(10.0), Scalar(-1.0), Bool(true), Value(0), Value(0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Value(8), Value(2), Scalar(4.0)] }

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(4356)
  3. AsyncWait(8.0)
  4. DeleteSwordGlow { fade_time: 1 }

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 16, unk2: 0 }