P+ - Peach - Subaction - AttackHi4

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Stats

IASA: None
Partially Intangible: 4-13
Hitboxes active: 4-13
Hitbox set 0 hits: 4
Subaction Index: 0x5d

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:4-13

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 19 40 100 90 Normal Kick true 4 10 9
0 1 15 40 100 90 Normal Slap true 4 8 7
0 2 8 30 100 75 Normal Punch false 4 5 5
0 3 8 30 100 75 Normal Punch false 4 5 5

Scripts

Main

  1. AsyncWait(3.0)
  2. ChangeHurtBoxStateSpecific { bone: 81, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 90, state: IntangibleFlashing }
  4. ChangeHurtBoxStateSpecific { bone: 61, state: IntangibleFlashing }
  5. CreateHitBox(HitBoxArguments { bone_index: 89, hitbox_id: 0, set_id: 0, damage: Constant(19.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 40, size: 3.52, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 92, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 40, size: 4.69, 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: Slap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 30, size: 2.34, x_offset: 0.0, y_offset: 8.98, z_offset: 5.84, 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: Spin, clang: false, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 75, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 30, size: 2.34, x_offset: 0.0, y_offset: 8.98, z_offset: -5.84, 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: Spin, clang: false, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(10.0)
  10. DeleteAllHitBoxes
  11. UnchangeHurtBoxStateSpecific

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 37, 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: 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: true })
  3. AsyncWait(3.0)
  4. GraphicEffect(GraphicEffect { graphic: 14, 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: 0.6, 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 })

SFX

  1. AsyncWait(2.0)
  2. SoundEffectStop(105)
  3. SyncWait(1.0)
  4. SoundEffect1(55)
  5. SoundEffect1(168)
  6. SoundEffect1(3866)
  7. SyncWait(4.0)
  8. SoundEffect1(3866)
  9. SyncWait(4.0)

Other

  1. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AsyncWait(23.0)
  5. SlopeContourStand { leg_bone_parent: 6 }