P+ - Snake - Subaction - CatchDash

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Stats

IASA: None
Hitboxes active: 11-12
Subaction Index: 0x6d

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:11-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 Grab set action: 0x3d
0 1 Grab set action: 0x3d
0 2 Grab set action: 0x3d

Scripts

Main

  1. AsyncWait(10.0)
  2. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 3.6, x_offset: 0.0, y_offset: 7.57, z_offset: 12.81, set_action: 61, target: AerialAndGrounded, unk: None })
  3. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 3.6, x_offset: 0.0, y_offset: 8.17, z_offset: 9.4, set_action: 61, target: AerialAndGrounded, unk: None })
  4. CreateGrabBox(GrabBoxArguments { hitbox_id: 2, bone_index: 0, size: 3.6, x_offset: 0.0, y_offset: 8.77, z_offset: 6.0, set_action: 61, target: AerialAndGrounded, unk: None })
  5. Subroutine(External: gameAnimCmd_CaptureCutCommon)
  6. SyncWait(2.0)
  7. DeleteAllGrabBoxes
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

  1. AsyncWait(8.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 47, graphic: 14, bone: 0, x_offset: 12.0, y_offset: 10.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: false })

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(110)
  3. SyncWait(5.0)
  4. SoundEffectStop(110)
  5. SoundEffect1(6425)

Other

  1. AsyncWait(9.0)
  2. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }