P+ - Knuckles - Subaction - AttackHi3
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
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
- AsyncWait(7.0)
- 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 })
- 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 })
- 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 })
- SyncWait(2.0)
- 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 })
- 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 })
- 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 })
- SyncWait(3.0)
- DeleteAllHitBoxes
- AsyncWait(24.0)
- AllowInterrupts
GFX
- AsyncWait(7.0)
- if ((LongtermAccessInt(CostumeID) LessThan scalar(20)))
- IfStatementOr ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
- 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 })
- else
- 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 })
- SyncWait(6.0)
- DeleteSwordGlow { fade_time: 4 }
SFX
- AsyncWait(7.0)
- SoundEffect1(16868)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- AsyncWait(1.0)
- SlopeContourStand { leg_bone_parent: 0 }
- AsyncWait(5.0)
- Rumble { unk1: 17, unk2: 8 }
- AsyncWait(26.0)
- SlopeContourStand { leg_bone_parent: 2 }
- Subroutine(HeavyThrowLw Other 0x5048)