P+ - Snake - Subaction - AttackDash

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Stats

IASA: None
Hitboxes active: 6-16
Hitbox set 0 hits: 6
Subaction Index: 0x4e

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 Shield Dmg Shieldstun Hitlag Targets
0 0 11 60 80 65 Normal Thud 10 6 6
0 1 11 60 80 65 Normal Thud 10 6 6

Frames:9-16

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 8 40 100 110 Normal Kick 1 5 5
0 1 8 40 100 110 Normal Kick 1 5 5

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 65, wdsk: 0, kbg: 80, shield_damage: 10, bkb: 60, size: 3.33, 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: Thud, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 65, wdsk: 0, kbg: 80, shield_damage: 10, bkb: 60, size: 3.15, 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: Thud, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(3.0)
  5. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  6. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 110, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 40, size: 2.75, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 110, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 40, size: 2.75, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(16.0)
  9. FrameSpeedModifier { multiplier: 1.08, unk: 0 }
  10. DeleteAllHitBoxes
  11. AsyncWait(41.0)
  12. AllowInterrupts
  13. FrameSpeedModifier { multiplier: 0.0, unk: 0 }

GFX

  1. AsyncWait(5.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.6, 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. SoundVoiceLow
  3. SoundEffect1(6360)
  4. AsyncWait(19.0)
  5. SoundEffect1(6462)

Other

  1. AsyncWait(5.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }