P+ - Wario-Man - Subaction - Attack11

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Stats

IASA: 8
Hitboxes active: 3-5
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.

Frames:3-5

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 25 20 72 Normal Punch 3 4
0 1 4 25 20 361 Normal Punch 3 4

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 72, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 25, size: 8.0, x_offset: 0.0, y_offset: 5.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 25, size: 8.0, x_offset: 0.0, y_offset: 5.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  5. AsyncWait(5.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(7.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  9. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. SoundEffect1(4895)
  3. AsyncWait(7.0)
  4. GraphicEffect(GraphicEffect { graphic: 26, 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. AsyncWait(2.0)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(7.0)
  3. SlopeContourStand { leg_bone_parent: 6 }
  4. Rumble { unk1: 16, unk2: 0 }