P+ - Wario-Man - Subaction - AppealSR

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 |

Stats

IASA: 46
Auto Cancel Window: 1-16
Auto Cancel Lag: 4
Hitboxes active: 16, 41-45
Hitbox set 0 hits: 16, 41
Subaction Index: 0x1be

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:16

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Ignore Invincibility Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 28 0 78 120 361 Darkness HomeRunBat false 2 1 false false false 14 24
0 1 0 35 0 100 0 Normal Unique false 0 0 true true true 1 0

Frames:41-45

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Ignore Invincibility Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 1 0 35 0 100 0 Normal Unique false 0 0 true true true 1 0

Scripts

Main

  1. AsyncWait(10.0)
  2. loop Infinite times:
    1. SyncWait(5.0)
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 78, size: 1.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: HomeRunBat, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 })
    3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 35, kbg: 100, shield_damage: 0, bkb: 0, size: 20.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: true, freeze_frame_disable: true, unk5: true, flinchless: true })
    4. SyncWait(1.0)
    5. DeleteAllHitBoxes
    6. if (not(BoolIsTrue RandomAccessBool(EnableLandingLag)))
      1. SoundEffect1(4875)
      2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
    7. else
      1. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
    8. loop 6 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 22, graphic: 23, bone: 5, 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, 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: true })
      2. SyncWait(4.0)
    9. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 0, wdsk: 35, kbg: 100, shield_damage: 0, bkb: 0, size: 20.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: true, freeze_frame_disable: true, unk5: true, flinchless: true })
    10. if (ButtonNotPressed value(8))
      1. UnknownEvent { namespace: 0x0, code: 0x6, unk1: 0x0, arguments: [] }
    11. SetAnimationFrame(10.0)
  3. SyncWait(5.0)
  4. DeleteAllHitBoxes
  5. AllowInterrupts

GFX

    SFX

    1. AsyncWait(2.0)
    2. SoundEffect1(1914)

    Other

    1. AsyncWait(57.0)
    2. SlopeContourStand { leg_bone_parent: 6 }