P+ - Olimar - Subaction - Attack12

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Stats

IASA: 17
Hitboxes active: 3-5
Hitbox set 0 hits: 3
Hitbox set 1 hits: 3
Subaction Index: 0x49

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:3-5

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 5 40 100 361 Normal Punch true 4 4
0 1 5 40 100 361 Normal Punch true 4 4
1 2 5 0 0 361 Normal Punch false 4 4

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  2. AsyncWait(3.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 3.28, x_offset: 0.0, y_offset: 1.88, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 3.28, x_offset: 1.88, y_offset: 6.58, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 2, set_id: 1, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 2.0, 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: Head, clang: false, unk5: false, direct: true, unk6: 0 })
  7. AsyncWait(6.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(17.0)
  10. AllowInterrupts

GFX

    SFX

    1. AsyncWait(3.0)
    2. SoundEffect1(5010)

    Other

    1. SlopeContourStand { leg_bone_parent: 1 }
    2. AsyncWait(3.0)
    3. Rumble { unk1: 16, unk2: 0 }
    4. AsyncWait(17.0)
    5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }