P+ - Knuckles - Subaction - Attack13

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Stats

IASA: 33
Hitboxes active: 7-10
Hitbox set 0 hits: 7
Subaction Index: 0x4a

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:7-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 35 110 35 Normal Punch 4 4
0 1 5 35 110 35 Normal Punch 4 4
0 2 5 35 110 35 Normal Punch 4 4

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 35, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 35, size: 3.2, x_offset: 0.8, y_offset: -1.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 35, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 35, size: 2.45, x_offset: -2.0, 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: 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: 36, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 35, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 35, size: 2.45, x_offset: -6.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(4.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(32.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. if ((LongtermAccessInt(CostumeID) LessThan scalar(20)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
    2. SwordGlow(SwordGlow { color: 801, blur_length: 5, point1_bone: 35, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 40, point2_x_offset: -2.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 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, glow_length: 0.0 })
  3. else
    1. SwordGlow(SwordGlow { color: 802, blur_length: 5, point1_bone: 35, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 40, point2_x_offset: -2.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 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, glow_length: 0.0 })
  4. SyncWait(8.0)
  5. DeleteSwordGlow { fade_time: 2 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(16715)
  3. SoundEffect1(16868)

Other

  1. AsyncWait(6.0)
  2. SlopeContourStand { leg_bone_parent: 4 }
  3. Rumble { unk1: 17, unk2: 0 }
  4. Subroutine(StopWall Other 0x4490)