P+ - Link - Subaction - SpecialS1_1

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Stats

IASA: None
Hitboxes active: 25-26
Hitbox set 0 hits: 25
Subaction Index: 0x1d5

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:25-26

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 16 100 361 Normal Punch 3 4

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.1, unk: 0 }
  2. AsyncWait(2.0)
  3. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  4. AsyncWait(26.0)
  5. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  6. CreateHitBox(HitBoxArguments { bone_index: 24, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 16, size: 4.0, x_offset: 0.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(28.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(34.0)
  10. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }

GFX

  1. AsyncWait(26.0)
  2. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: -15.0, 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: false })

SFX

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }