P+ - Sonic - Subaction - SpecialLwStart

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Stats

IASA: None
Partially Intangible: 4-12
Hitboxes active: 7-9
Hitbox set 0 hits: 7
Subaction Index: 0x1e7

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:7-9

Set ID Dmg BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 1 58 0 365 Normal Kick false 1.5 2 3

Scripts

Main

  1. Subroutine(0x27ac4)
  2. SyncWait(6.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 365, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 58, size: 5.0, x_offset: 0.0, y_offset: 4.4, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.5, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: false, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(3.0)
  5. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 39, 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: 1.0, 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. SoundEffect1(6478)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. ItemVisibility(false)
  5. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  6. Subroutine(0x2430)
  7. AsyncWait(4.0)
  8. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }