P+ - R.O.B - Subaction - AttackHi4Start

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Stats

IASA: None
Hitboxes active: 5-8
Hitbox set 0 hits: 5
Subaction Index: 0x5c

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:5-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 4 60 0 120 100 Normal Kick false 3 4
0 1 4 60 0 120 100 Normal Kick false 3 4
0 2 4 60 0 120 100 Normal Kick false 3 4

Scripts

Main

  1. if (BoolIsTrue LongtermAccessBool (0x37))
    1. SetVelocity { x_vel: 3.0, y_vel: 0.0 }
    2. BoolVariableSetFalse { variable: LongtermAccessBool (0x37) }
  2. AsyncWait(4.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 60, kbg: 120, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 2.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 60, kbg: 120, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 60, kbg: 120, shield_damage: 0, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 2.0, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, direct: true, unk6: 0 })

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 96, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })

SFX

    Other

    1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }