P+ - Snake - Subaction - Attack13

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Stats

IASA: 41
Hitboxes active: 8-10
Hitbox set 0 hits: 8
Subaction Index: 0x4a

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:8-10

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 8 70 80 361 Normal Kick 5 5 5
0 1 8 70 80 361 Normal Kick 5 5 5
0 2 8 70 80 361 Normal Kick 5 5 5
0 3 8 70 80 361 Normal Kick 5 5 5

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.15, unk: 0 }
  2. AsyncWait(8.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 62, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 5, bkb: 70, size: 3.28, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 62, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 5, bkb: 70, size: 5.33, x_offset: -1.88, y_offset: -5.64, z_offset: -1.88, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 62, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 5, bkb: 70, size: 3.28, x_offset: 0.0, y_offset: 0.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 3, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 5, bkb: 70, size: 3.28, x_offset: 0.0, y_offset: 0.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(46.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 8.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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(8.0)
  2. SoundEffect1(6467)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(5.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(8.0)
  5. Rumble { unk1: 16, unk2: 0 }
  6. AsyncWait(24.0)
  7. SlopeContourStand { leg_bone_parent: 6 }