P+ - Knuckles - Subaction - AttackHi4

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Stats

IASA: 41
Hitboxes active: 6-14
Hitbox set 0 hits: 6
Subaction Index: 0x5d

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 BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 17 40 100 85 Flame Punch 1.15 9 9

Frames:11-14

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 13 30 100 90 Flame Punch 1.15 7 8

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 4.9, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.15, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: true, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. SyncWait(5.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.9, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.15, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 3, unk2: true, 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(40.0)
  8. AllowInterrupts

GFX

  1. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(25), Bool(true), Bool(true)] }
  2. AsyncWait(3.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 115, bone: 70, 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: 0.6, randomize: None, terminate_with_animation: true })
  4. AsyncWait(12.0)
  5. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(115), Bool(true), Bool(true)] }
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 3, bone: 70, 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: 0.65, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  7. SyncWait(1.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 34, bone: 70, 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: 1.4, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  9. SyncWait(1.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 3, bone: 70, 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: 0.5, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  11. SyncWait(1.0)
  12. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 34, bone: 70, 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: 1.1, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  13. SyncWait(1.0)
  14. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 3, bone: 70, 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: 0.35, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  15. SyncWait(1.0)
  16. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 34, bone: 70, 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: 0.6, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
  17. AsyncWait(26.0)
  18. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.7, 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: false })

SFX

  1. AsyncWait(4.0)
  2. SoundEffectStop(105)
  3. if ((LongtermAccessInt (0x5d) NotEqual scalar(1)))
    1. Subroutine(0x1adb4)
  4. SoundEffect1(166)
  5. AsyncWait(31.0)
  6. SoundEffect1(16827)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. Rumble { unk1: 19, unk2: 0 }