P+ - Wario - Subaction - AttackDash

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Stats

IASA: 44
Hitboxes active: 4-23
Hitbox set 0 hits: 4
Subaction Index: 0x4e

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:4-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 60 75 75 Normal Punch 5 5
0 1 7 60 75 75 Normal Punch 5 5

Frames:8-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 60 52 120 Normal Punch 4 4
0 1 5 60 52 120 Normal Punch 4 4

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 75, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 60, size: 4.5, x_offset: 0.0, y_offset: 2.0, z_offset: 6.0, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 75, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 2.0, z_offset: 3.0, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(4.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 120, wdsk: 0, kbg: 52, shield_damage: 0, bkb: 60, size: 4.5, x_offset: 0.0, y_offset: 2.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 120, wdsk: 0, kbg: 52, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 2.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(23.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(43.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, bone: 400, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, 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: false })
  3. AsyncWait(3.0)
  4. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.8, 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: false })
  5. AsyncWait(20.0)
  6. GraphicEffect(GraphicEffect { graphic: 26, bone: 400, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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: false })

SFX

  1. AsyncWait(3.0)
  2. SoundVoiceLow
  3. SoundEffect1(4787)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(32.0)
  5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 6 }
  6. AsyncWait(37.0)
  7. SlopeContourStand { leg_bone_parent: 6 }