P+ - Mario - Subaction - Attack13

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Stats

IASA: 22
Hitboxes active: 7-11
Hitbox set 0 hits: 7
Subaction Index: 0x4a

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:7-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 10 100 361 Normal Kick 4 4
0 1 5 10 100 361 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.3, x_offset: 0.0, y_offset: 5.16, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 1.56, x_offset: 0.0, y_offset: 1.29, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(2.0)
  5. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(0), Scalar(3.6)] }
  6. SyncWait(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(21.0)
  9. AllowInterrupts

GFX

    SFX

    1. AsyncWait(5.0)
    2. SoundEffect1(55)
    3. SoundVoiceLow

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(1.0)
    3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
    4. AsyncWait(6.0)
    5. Rumble { unk1: 16, unk2: 0 }
    6. AsyncWait(15.0)
    7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }