P+ - Knuckles - Subaction - SpecialNWindup

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Stats

IASA: None
Hitboxes active: 1-8
Hitbox set 0 hits: 1
Subaction Index: 0x1d1

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:1-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 60 30 295 Normal Punch 9 8
0 1 16 100 85 295 Normal Punch 9 8

Scripts

Main

  1. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 295, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 60, size: 4.76, x_offset: 0.0, y_offset: 0.0, z_offset: 1.43, 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: false, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  2. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 295, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 100, size: 4.76, x_offset: 0.0, y_offset: 0.0, z_offset: 1.43, 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: false, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. LedgeGrabEnable(Disable)
  4. SoundEffect2(24637)

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 377, 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 })
  2. UnknownEvent { namespace: 0x11, code: 0x0, unk1: 0x0, arguments: [Value(36), Value(22), Scalar(0.0), Scalar(4.0), Scalar(0.0), Scalar(20.0), Scalar(180.0), Scalar(0.0), Scalar(2.4), Bool(true), Value(0), Value(0), Value(0), Value(0), Value(0), Bool(false)] }
  3. AsyncWait(4.0)
  4. UnknownEvent { namespace: 0x11, code: 0x0, unk1: 0x0, arguments: [Value(36), Value(22), Scalar(0.0), Scalar(4.0), Scalar(0.0), Scalar(20.0), Scalar(180.0), Scalar(0.0), Scalar(1.4), Bool(true), Value(0), Value(0), Value(0), Value(0), Value(0), Bool(false)] }
  5. SwordGlow(SwordGlow { color: 803, blur_length: 15, point1_bone: 49, point1_x_offset: 0.0, point1_y_offset: 4.0, point1_z_offset: 0.0, point2_bone: 49, point2_x_offset: 0.0, point2_y_offset: -4.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 24707080, bone_id: 69, 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: 0.5 })

SFX

  1. Rumble { unk1: 13, unk2: 0 }
  2. SoundEffect1(24774)

Other

  1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  2. SetOrAddVelocity(SetOrAddVelocity { x_vel: 1.9, y_vel: -4.0, x_set: true, y_set: true })
  3. SyncWait(1.0)
  4. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  5. Goto(SpecialNWindup Other 0x13fa4)