P+ - R.O.B - Subaction - AttackLw3

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Stats

IASA: 18
Hitboxes active: 5-6
Hitbox set 0 hits: 5
Subaction Index: 0x55

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:5-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 73 18 35 Normal Kick 4 4
0 1 6 67 27 40 Normal Kick 4 4
0 2 6 67 27 40 Normal Kick 4 4
0 3 6 67 27 40 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 35, wdsk: 0, kbg: 18, shield_damage: 0, bkb: 73, size: 3.28, x_offset: 3.76, y_offset: 0.0, z_offset: 13.16, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 40, wdsk: 0, kbg: 27, shield_damage: 0, bkb: 67, size: 3.28, x_offset: 0.94, y_offset: 0.0, z_offset: 6.58, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 40, wdsk: 0, kbg: 27, shield_damage: 0, bkb: 67, size: 3.28, x_offset: -1.88, y_offset: 0.0, z_offset: 1.88, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 3, set_id: 0, damage: Constant(6.0), trajectory: 40, wdsk: 0, kbg: 27, shield_damage: 0, bkb: 67, size: 2.46, x_offset: -4.7, y_offset: 0.0, z_offset: -2.82, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(6.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(17.0)
  9. AllowInterrupts
  10. ToggleInterrupt { interrupt_type: GroundAttack, interrupt_id: 10086 }
  11. if ((InternalConstantInt(ControlStickYAxis) LessThanOrEqual scalar(-0.4)))
    1. ToggleInterrupt { interrupt_type: GroundAttack, interrupt_id: 10081 }
  12. AsyncWait(20.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, 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: 1.2, 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

  1. AsyncWait(4.0)
  2. SoundVoiceLow
  3. SoundEffect1(6031)
  4. SoundEffect1(5956)
  5. SyncWait(5.0)
  6. SoundEffect1(5987)

Other

  1. SlopeContourStand { leg_bone_parent: 9 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 17, unk2: 0 }