P+ - R.O.B - Subaction - AttackS4S

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Stats

IASA: None
Hitboxes active: 6-10
Hitbox set 0 hits: 6
Subaction Index: 0x58

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:6-8

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 16 30 100 361 Electric Shock true false 0.5 9 4
0 1 15 30 100 361 Electric Shock true false 0.5 8 3
0 2 13 30 100 361 Electric Shock false false 0.5 7 3

Frames:9-10

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 14 30 100 361 Electric Shock true false 0.5 8 3
0 1 13 30 100 361 Electric Shock true false 0.5 7 3
0 2 11 30 100 361 Electric Shock false false 0.5 6 3

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.92, x_offset: 0.0, y_offset: 12.22, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: false, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.92, x_offset: 0.0, y_offset: 12.22, z_offset: 17.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: false, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.28, x_offset: 0.0, y_offset: 12.22, z_offset: 23.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: false, unk5: true, direct: false, unk6: 0 })
  5. SyncWait(3.0)
  6. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 14 }
  7. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 13 }
  8. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 11 }
  9. SyncWait(2.0)
  10. DeleteAllHitBoxes

GFX

  1. AsyncWait(5.0)
  2. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(31)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(39)))
    2. Subroutine(0x2f98)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 5, bone: 81, x_offset: 4.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  3. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 8, bone: 81, x_offset: 4.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  4. AsyncWait(7.0)
  5. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(31)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThanOrEqual scalar(39)))
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 29, bone: 81, x_offset: 4.0, y_offset: -1.0, 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: true })
  6. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 9, bone: 81, x_offset: 4.0, y_offset: -1.0, 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: true })

SFX

  1. AsyncWait(5.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2458)
  4. SoundEffect1(5942)

Other

  1. SlopeContourStand { leg_bone_parent: 9 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AsyncWait(9.0)