P+ - Mario - Subaction - AttackS4Hi

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Stats

IASA: 38
Hitboxes active: 8-12
Hitbox set 0 hits: 8
Subaction Index: 0x57

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:8-12

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 15 30 97 361 Normal Punch true true 8 7
0 1 20 30 97 361 Flame Burn false false 10 9
0 2 11 25 96 361 Normal Punch true true 6 6

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 96, shield_damage: 0, bkb: 25, size: 1.95, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 97, shield_damage: 0, bkb: 30, size: 3.52, x_offset: 0.0, y_offset: 10.25, z_offset: 3.5, 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 })
  4. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 97, shield_damage: 0, bkb: 30, size: 3.94, x_offset: 0.0, y_offset: 14.0, z_offset: 10.0, tripping_rate: 2.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: false, unk6: 0 })
  5. else
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 97, shield_damage: 0, bkb: 30, size: 3.94, x_offset: 0.0, y_offset: 14.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: false, unk6: 0 })
  6. SyncWait(5.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(21.0)
  9. FrameSpeedModifier { multiplier: 1.22, unk: 0 }
  10. AsyncWait(40.0)
  11. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.5, 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: true })
  3. AsyncWait(7.0)
  4. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 106, bone: 0, x_offset: 0.0, y_offset: 14.0, z_offset: 10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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: 0, graphic: 29, bone: 0, x_offset: 10.0, y_offset: 14.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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: true })
    4. Goto(0x229ec)
  5. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 25, bone: 0, x_offset: 10.0, y_offset: 14.0, 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. Goto(0x2651c)

SFX

  1. Goto(AttackS4S SFX 0x273a4)

Other

  1. AsyncWait(6.0)
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(7.0)
  4. Rumble { unk1: 12, unk2: 0 }