P+ - Knuckles - Subaction - AttackHi3

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Stats

IASA: 25
Hitboxes active: 8-12
Hitbox set 0 hits: 8
Subaction Index: 0x54

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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 34 111 85 Normal Punch 6 6
0 1 9 34 111 85 Normal Punch 6 5
0 2 9 34 111 85 Normal Punch 6 5

Frames:10-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 36 100 90 Normal Punch 6 5
0 1 7 36 100 90 Normal Punch 5 5
0 2 7 36 100 90 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 40, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 85, wdsk: 0, kbg: 111, shield_damage: 0, bkb: 34, size: 3.8, x_offset: 0.0, 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: 2, 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(9.0), trajectory: 85, wdsk: 0, kbg: 111, shield_damage: 0, bkb: 34, size: 2.1, 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: 2, 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: 35, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 85, wdsk: 0, kbg: 111, shield_damage: 0, bkb: 34, size: 2.1, 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: 2, 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(2.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 40, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 36, size: 3.8, x_offset: 0.0, y_offset: -1.61, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 36, size: 2.1, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 35, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 36, size: 2.1, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(3.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(24.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. if ((LongtermAccessInt(CostumeID) LessThan scalar(20)))
    1. IfStatementOr ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
    2. SwordGlow(SwordGlow { color: 801, blur_length: 6, 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: 6, 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(6.0)
  5. DeleteSwordGlow { fade_time: 4 }

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(16868)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(5.0)
  5. Rumble { unk1: 17, unk2: 8 }
  6. AsyncWait(26.0)
  7. SlopeContourStand { leg_bone_parent: 2 }
  8. Subroutine(HeavyThrowLw Other 0x5048)