P+ - Knuckles - Subaction - SpecialNUpperFist

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Stats

IASA: None
Fully Intangible: 1-6
Partially Intangible: 7-48
Hitboxes active: 7-17
Hitbox set 0 hits: 7
Subaction Index: 0x51

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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 20 80 81 85 Normal Punch 1.1 4 10 10

Frames:9-10

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 20 80 81 85 Normal Punch 1.1 4 10 10
0 1 12 40 43 361 Normal Punch 1 0 7 6
0 2 12 40 43 361 Normal Punch 1 0 7 6

Frames:11-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 48 79 85 Normal Punch 6 6
0 1 12 40 43 361 Normal Punch 7 6
0 2 12 40 43 361 Normal Punch 7 6

Frames:13-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 48 79 85 Normal Punch 6 6

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 85, wdsk: 0, kbg: 81, shield_damage: 4, bkb: 80, size: 6.0, x_offset: -1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. AsyncWait(8.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 43, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: 5.0, 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 43, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: -5.0, 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 })
  6. AsyncWait(10.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 85, wdsk: 0, kbg: 79, shield_damage: 0, bkb: 48, size: 4.1, x_offset: -1.0, 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 })
  8. AsyncWait(12.0)
  9. DeleteHitBox(1)
  10. DeleteHitBox(2)
  11. AsyncWait(17.0)
  12. FrameSpeedModifier { multiplier: 0.85, unk: 0 }
  13. DeleteAllHitBoxes
  14. AsyncWait(30.0)
  15. SlopeContourStand { leg_bone_parent: 0 }

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 377, graphic: 15, 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: 2.25, 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 })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 377, graphic: 10, 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: 0.75, 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 })
  4. GraphicEffect(GraphicEffect { graphic: 15, 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: 1.08, 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(6.0)
  2. SoundEffectOther2(24690)
  3. SoundEffectOther2(24690)
  4. SoundEffect1(24637)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(false)] }
  3. ItemVisibility(false)
  4. ChangeHurtBoxStateAll { state: IntangibleNoFlashing }
  5. AsyncWait(6.0)
  6. ChangeHurtBoxStateAll { state: Normal }
  7. Rumble { unk1: 32, unk2: 2 }
  8. Rumble { unk1: 20, unk2: 1 }
  9. ChangeHurtBoxStateSpecific { bone: 22, state: IntangibleFlashing }
  10. ChangeHurtBoxStateSpecific { bone: 23, state: IntangibleFlashing }
  11. ChangeHurtBoxStateSpecific { bone: 26, state: IntangibleFlashing }
  12. ChangeHurtBoxStateSpecific { bone: 27, state: IntangibleFlashing }
  13. SetAirGround(10)
  14. UnknownEvent { namespace: 0xb, code: 0x2, unk1: 0x0, arguments: [Bool(true)] }
  15. ItemVisibility(true)
  16. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 4 }
  17. SyncWait(1.0)
  18. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 5 }
  19. UnchangeHurtBoxStateSpecific
  20. ChangeHurtBoxStateSpecific { bone: 19, state: IntangibleNoFlashing }
  21. SyncWait(1.0)
  22. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  23. Rumble { unk1: 20, unk2: 1 }
  24. AsyncWait(9.0)
  25. SetEdgeSlide(Unknown(2))
  26. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  27. SetVelocity { x_vel: 0.25, y_vel: 1.0 }
  28. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  29. AsyncWait(29.0)
  30. SetAirGround(10)
  31. AsyncWait(30.0)
  32. SlopeContourStand { leg_bone_parent: 0 }