P+ - Snake - Subaction - SpecialHiStart
            
            
            
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            Stats
            
                
                    | IASA: | None | 
                
                    | Hitboxes active: | 5-6 | 
                
                    | Hitbox set 0 hits: | 5 | 
                
                    | Subaction Index: | 0x1ce | 
            
            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:5-6
            
                
                    
                        
                            | Set | ID | Dmg | BKB | KBG | Angle | Effect | Sound | Clang | Shieldstun | Hitlag | Targets | 
                    
                    
                        
                            
                            | 0 | 0 | 6 | 67 | 55 | 361 | Electric | Kick | false | 4 | 4 |            | 
                            
                            | 0 | 1 | 6 | 67 | 55 | 361 | Electric | Kick | false | 4 | 4 |            | 
                
             
            Scripts
            Main
            - ChangeHurtBoxStateAll { state: Normal }
- AsyncWait(3.0)
- GenerateArticle { article_id: 3, subaction_only: true }
- AsyncWait(4.0)
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 67, size: 5.5, x_offset: 0.0, y_offset: 8.75, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 55, shield_damage: 0, bkb: 67, size: 5.5, x_offset: 0.0, y_offset: 8.75, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
- AsyncWait(6.0)
- DeleteAllHitBoxes
GFX
            - AsyncWait(1.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: 5.0, y_offset: 10.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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 })
- loop 4 times: - ExternalGraphicEffect(ExternalGraphicEffect { file: 47, graphic: 13, bone: -2, 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: 1.4, randomize: None, terminate_with_animation: true })
- SyncWait(1.0)
 
SFX
            - AsyncWait(3.0)
- SoundEffectVictory(6442)
Other
            - ItemVisibility(false)
- SlopeContourStand { leg_bone_parent: 6 }