P+ - Knuckles - Subaction - Attack12

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Stats

IASA: 19
Hitboxes active: 6-10
Hitbox set 0 hits: 6
Subaction Index: 0x49

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:6-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 35 0 100 72 Normal Punch 3 4
0 1 4 35 0 100 72 Normal Punch 3 4
0 2 4 35 0 100 72 Normal Punch 3 4

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 72, wdsk: 35, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, 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: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 79, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 72, wdsk: 35, kbg: 100, shield_damage: 0, bkb: 0, size: 2.5, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 79, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 72, wdsk: 35, kbg: 100, shield_damage: 0, bkb: 0, size: 2.5, x_offset: 4.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(10.0)
  7. DeleteAllHitBoxes
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  9. AsyncWait(11.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(18.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(5.0)

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(16870)

Other

  1. Subroutine(Attack11 Other 0x2a78)