P+ - Knuckles - Subaction - SpecialNHit

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Stats

IASA: 36
Hitboxes active: 1-3
Hitbox set 0 hits: 1
Subaction Index: 0x1d2

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:1-3

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 5 80 100 290 Normal Unknown(88) false 4 4
0 1 5 80 100 290 Normal Unknown(88) false 4 4

Scripts

Main

  1. DeleteAllHitBoxes
  2. IntVariableSet { variable: LongtermAccessInt (0x58), value: 0 }
  3. IntVariableSet { variable: LongtermAccessInt (0x59), value: 0 }
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 290, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 80, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: 11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(88), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 290, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 80, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(88), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. AsyncWait(3.0)
  7. DeleteAllHitBoxes

GFX

  1. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(4), Bool(true), Bool(true), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 8 })] }
  2. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(7), Bool(true), Bool(true), Variable(Variable { memory_type: RandomAccess, data_type: Int, address: 8 })] }
  3. DeleteSwordGlow { fade_time: 0 }
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 70, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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 })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 7, bone: 70, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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 })

SFX

  1. SoundEffectOther2(16826)
  2. SoundEffect1(79)
  3. SoundEffect1(80)

Other

  1. ScreenShake { magnitude: 1 }
  2. Rumble { unk1: 14, unk2: 0 }
  3. AsyncWait(4.0)
  4. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  5. AsyncWait(24.0)
  6. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  7. AsyncWait(39.0)
  8. AllowInterrupts