P+ - Knuckles - Subaction - AttackLw4

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Stats

IASA: None
Partially Intangible: 1-30
Hitboxes active: 6-26
Hitbox set 0 hits: 6
Subaction Index: 0x60

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:6-26

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 12 40 80 90 Normal Slash false 7 6

Scripts

Main

  1. AsyncWait(5.0)
  2. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  3. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(7.0)
  5. if ((InternalConstantInt(ControlStickXAxisRelative) LessThan scalar(0)))
    1. UnknownEvent { namespace: 0x20, code: 0x0, unk1: 0x0, arguments: [Variable(Variable { memory_type: InternalConstant, data_type: Int, address: 43029 }), Bool(false)] }
    2. ReverseDirection
    3. CallEveryFrame { thread_id: 9, script: 0x12c9c }
    4. AsyncWait(12.0)
    5. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 75, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 })
  6. else
    1. if ((InternalConstantInt(ControlStickXAxisRelative) GreaterThan scalar(0)))
      1. CallEveryFrame { thread_id: 9, script: 0x12c9c }
      2. AsyncWait(12.0)
      3. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 75, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 })
  7. SetEdgeSlide(Unknown(2))
  8. AsyncWait(26.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(29.0)
  11. CreateInterrupt { interrupt_id: None, action: 0x119, requirement: (OnGround) }

GFX

  1. Subroutine(0x190a4)
  2. Subroutine(0x1a3b4)
  3. AsyncWait(5.0)
  4. GraphicEffect(GraphicEffect { graphic: 41, 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: 1.0, 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: true })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 4, bone: 21, 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: 1.0, randomize: None, terminate_with_animation: true })
  6. AsyncWait(7.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 1, bone: 81, 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: 1.0, randomize: None, terminate_with_animation: true })
  8. AsyncWait(17.0)
  9. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 1, bone: 81, 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: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(16868)
  3. SoundEffect1(166)
  4. AsyncWait(8.0)
  5. SoundEffectStop(105)
  6. AsyncWait(50.0)
  7. SoundEffectStop(16769)
  8. SoundEffect1(16715)

Other

  1. Subroutine(SpecialSDashHi Other 0x6068)
  2. AsyncWait(4.0)
  3. RumbleLoop { unk1: 0, unk2: 15 }
  4. AsyncWait(7.0)
  5. loop 4 times:
    1. Subroutine(0x1c674)
    2. SyncWait(2.0)
    3. Subroutine(0x1c80c)
    4. SyncWait(1.0)
  6. Subroutine(0x1c674)
  7. SyncWait(2.0)
  8. Subroutine(0x1c80c)
  9. SyncWait(2.0)
  10. Subroutine(0x1c674)
  11. SyncWait(2.0)
  12. Subroutine(0x1c80c)