P+ - Snake - Subaction - Attack12

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Stats

IASA: None
Hitboxes active: 4-5
Hitbox set 0 hits: 4
Subaction Index: 0x49

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:4-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 3 20 0 100 50 Normal Punch 3 3 3
0 1 3 20 0 100 50 Normal Punch 3 3 3
0 2 3 20 0 100 50 Normal Punch 3 3 3
0 3 3 20 0 100 50 Normal Punch 3 3 3

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(3.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 20, kbg: 100, shield_damage: 3, bkb: 0, size: 3.03, x_offset: 0.0, y_offset: 11.28, z_offset: 2.82, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 20, kbg: 100, shield_damage: 3, bkb: 0, size: 2.87, x_offset: 0.0, y_offset: 11.28, z_offset: 5.64, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 20, kbg: 100, shield_damage: 3, bkb: 0, size: 4.1, x_offset: 0.0, y_offset: 11.28, z_offset: 9.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 20, kbg: 100, shield_damage: 3, bkb: 0, size: 2.87, x_offset: 0.0, y_offset: -0.94, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(5.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(6.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }

GFX

  1. AsyncWait(1.0)

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(6469)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 0, unk2: 0 }