P+ - Sonic - Subaction - Attack11

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Stats

IASA: 15
Hitboxes active: 3
Hitbox set 0 hits: 3
Subaction Index: 0x48

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:3

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 3 20 0 100 83 Normal Punch 0.5 3 3
0 1 3 20 0 100 83 Normal Punch 0.5 3 3
0 2 3 20 0 100 85 Normal Punch 0.5 3 3

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. CreateHitBox(HitBoxArguments { bone_index: 35, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 83, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.28, x_offset: 3.76, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 83, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, x_offset: 1.13, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 85, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.46, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(7.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  10. AsyncWait(14.0)
  11. AllowInterrupts

GFX

  1. AsyncWait(2.0)

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(6565)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 16, unk2: 0 }