P+ - Sonic - Subaction - AttackLw4

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Stats

IASA: 47
Hitboxes active: 5-14, 19-25
Hitbox set 0 hits: 5, 19
Subaction Index: 0x60

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:5-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 25 91 361 Normal Kick 8 7
0 1 15 25 91 361 Normal Kick 8 7
0 2 15 25 91 361 Normal Kick 8 7

Frames:19-25

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 20 91 361 Normal Kick 7 6
0 1 12 20 91 361 Normal Kick 7 6
0 2 12 20 91 361 Normal Kick 7 6

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 91, shield_damage: 0, bkb: 25, size: 4.0, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 91, shield_damage: 0, bkb: 25, size: 4.0, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 24, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 91, shield_damage: 0, bkb: 25, size: 4.5, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(14.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(18.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 91, shield_damage: 0, bkb: 20, size: 4.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 91, shield_damage: 0, bkb: 20, size: 4.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 24, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 91, shield_damage: 0, bkb: 20, size: 4.5, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(25.0)
  12. DeleteAllHitBoxes
  13. FrameSpeedModifier { multiplier: 1.3, unk: 0 }
  14. AsyncWait(51.0)
  15. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  16. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 15, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.1, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.08, 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 })
  2. AsyncWait(13.0)
  3. GraphicEffect(GraphicEffect { graphic: 15, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 4.1, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.86, 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 })
  4. AsyncWait(21.0)
  5. GraphicEffect(GraphicEffect { graphic: 39, bone: 0, x_offset: -7.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.76, 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 })
  6. AsyncWait(50.0)
  7. GraphicEffect(GraphicEffect { graphic: 8, 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: 0.92, 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(4.0)
  2. SoundEffectStop(105)
  3. Subroutine(0x2a3dc)
  4. SoundEffect1(6563)
  5. SoundEffect1(166)
  6. AsyncWait(18.0)
  7. SoundEffect1(6562)
  8. AsyncWait(50.0)
  9. SoundEffect1(6521)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(4.0)
  3. RumbleLoop { unk1: 0, unk2: 15 }
  4. AsyncWait(36.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 13 }
  6. AsyncWait(50.0)
  7. Rumble { unk1: 13, unk2: 0 }