P+ - Sonic - Subaction - AttackS3Lw

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Stats

IASA: 32
Hitboxes active: 7-11
Hitbox set 0 hits: 7
Subaction Index: 0x53

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:7-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 10 90 361 Normal Kick 6 6
0 1 8 10 90 361 Normal Kick 5 5
0 2 8 10 90 361 Normal Kick 5 5

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 4.1, x_offset: -1.5, y_offset: -4.61, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 2.87, x_offset: -0.94, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 2.87, x_offset: -0.56, y_offset: 0.94, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(5.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(31.0)
  8. AllowInterrupts

GFX

    SFX

    1. AsyncWait(6.0)
    2. SoundEffect1(6562)

    Other

    1. SlopeContourStand { leg_bone_parent: 2 }
    2. AsyncWait(1.0)
    3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
    4. AsyncWait(5.0)
    5. Rumble { unk1: 17, unk2: 0 }
    6. AsyncWait(28.0)
    7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }