P+ - Ice Climbers - Subaction - AttackDash

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Stats

IASA: 38
Hitboxes active: 11-13
Hitbox set 0 hits: 11
Subaction Index: 0x4e

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:11-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 90 40 80 Normal Punch 6 5
0 1 9 90 40 80 Normal Punch 6 5
0 2 9 90 40 80 Normal Punch 6 5

Scripts

Main

  1. AsyncWait(10.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, size: 2.46, x_offset: 0.0, y_offset: -1.4976, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, 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: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 90, size: 3.28, x_offset: 0.0, y_offset: 7.5, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(3.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(37.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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, 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. AsyncWait(10.0)
  4. 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)] }
  5. AsyncWait(13.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(10.0)
  2. SoundEffect1(4354)
  3. SyncWait(16.0)
  4. SoundEffect1(4311)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(30.0)
  5. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 8 }