P+ - Ness - Subaction - AttackHi3

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Stats

IASA: 25
Partially Intangible: 5-9
Hitboxes active: 5-9
Hitbox set 0 hits: 5
Subaction Index: 0x54

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:5-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 55 110 96 Normal Punch 5 5
0 1 7 55 110 96 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. ChangeHurtBoxStateSpecific { bone: 42, state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 96, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 55, size: 5.86, x_offset: 0.0, y_offset: 0.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 96, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 55, size: 5.86, x_offset: 0.0, y_offset: 0.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. SyncWait(3.0)
  7. UnchangeHurtBoxStateSpecific
  8. DeleteAllHitBoxes
  9. AsyncWait(24.0)
  10. AllowInterrupts

GFX

    SFX

    1. AsyncWait(4.0)
    2. SoundEffect1(54)
    3. SyncWait(20.0)
    4. SoundEffect1(3689)

    Other

    1. AsyncWait(4.0)
    2. Rumble { unk1: 17, unk2: 0 }
    3. AsyncWait(23.0)
    4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }