P+ - R.O.B - Subaction - AttackHi4

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Stats

IASA: None
Hitboxes active: 5-9
Hitbox set 0 hits: 5
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:5-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shield Dmg Shieldstun Hitlag Targets
0 0 16 40 100 80 Flame Burn false false 12 9 8
0 1 15 40 100 85 Flame Burn true false 12 8 7
0 2 14 40 100 90 Flame Burn true false 12 8 7

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 12, bkb: 40, size: 7.5, x_offset: 0.0, y_offset: -5.64, z_offset: 0.0, 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: Explosive, clang: false, unk5: true, direct: false, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 12, bkb: 40, size: 5.0, 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: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 12, bkb: 40, size: 3.28, x_offset: 0.0, y_offset: 7.52, z_offset: 0.0, 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: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
  5. SyncWait(5.0)
  6. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 3, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. AsyncWait(1.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 4, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  4. AsyncWait(3.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 5, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(4.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2459)
  4. SoundEffect1(5939)
  5. SyncWait(10.0)
  6. SoundEffect1(5987)

Other

  1. AsyncWait(4.0)
  2. Rumble { unk1: 14, unk2: 0 }
  3. AsyncWait(27.0)
  4. SlopeContourFull { hip_n_or_top_n: 9, trans_bone: 5 }