P+ - Snake - Subaction - AttackS3S_1

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 |

Stats

IASA: None
Hitboxes active: 4-6
Hitbox set 0 hits: 4
Subaction Index: 0x50

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:4-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 8 25 50 90 275 Normal Punch 0.75 4 5 4
0 1 8 0 30 45 70 Normal Punch 0.75 4 5 4

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 275, wdsk: 25, kbg: 90, shield_damage: 4, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: 2.0, z_offset: 2.5, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 70, wdsk: 0, kbg: 45, shield_damage: 4, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 2.0, z_offset: 2.5, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. ChangeHurtBoxStateSpecific { bone: 66, state: Invincible }
  5. ChangeHurtBoxStateSpecific { bone: 67, state: Invincible }
  6. SyncWait(3.0)
  7. UnchangeHurtBoxStateSpecific
  8. DeleteAllHitBoxes
  9. AsyncWait(10.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  11. AsyncWait(15.0)
  12. FrameSpeedModifier { multiplier: 1.55, unk: 0 }
  13. AsyncWait(31.0)
  14. FrameSpeedModifier { multiplier: 1.0, unk: 0 }

GFX

  1. AsyncWait(3.0)
  2. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -3.0, 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(3.0)
  2. SoundEffect1(6468)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(24.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }