P+ - Wario - Subaction - Attack11
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
Stats
IASA: |
None |
Hitboxes active: |
3-7 |
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:3-7
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
3 |
21 |
66 |
76 |
Normal |
Punch |
3 |
3 |
|
0 |
1 |
3 |
21 |
66 |
76 |
Normal |
Punch |
3 |
3 |
|
Scripts
Main
- AsyncWait(2.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
- CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 76, wdsk: 0, kbg: 66, shield_damage: 0, bkb: 21, size: 4.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 76, wdsk: 0, kbg: 66, shield_damage: 0, bkb: 21, size: 3.5, x_offset: 0.0, y_offset: 5.0, z_offset: 3.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(5.0)
- DeleteAllHitBoxes
- AsyncWait(12.0)
- BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
GFX
- AsyncWait(2.0)
- GraphicEffect(GraphicEffect { graphic: 26, bone: 400, 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
- AsyncWait(2.0)
- SoundEffect1(4895)
Other
- SlopeContourStand { leg_bone_parent: 4 }
- AsyncWait(2.0)
- SlopeContourStand { leg_bone_parent: 6 }
- Rumble { unk1: 16, unk2: 0 }