P+ - Wario - Subaction - AttackHi4

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Stats

IASA: None
Partially Intangible: 4-16
Hitboxes active: 7, 9, 11, 13, 15, 17
Hitbox set 0 hits: 7, 9, 11, 13, 15, 17
Subaction Index: 0x5d

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:7

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 60 0 210 Normal Punch 0.75 1 2 3
0 1 2 60 0 210 Normal Punch 0.75 1 2 3
0 2 2 60 0 90 Normal Punch 0.5 1 2 3

Frame:9

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 60 0 210 Normal Punch 0.75 1 2 3
0 1 2 60 0 210 Normal Punch 0.75 1 2 3
0 2 2 60 0 90 Normal Punch 0.5 1 2 3

Frame:11

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 60 0 210 Normal Punch 0.75 1 2 3
0 1 2 60 0 210 Normal Punch 0.75 1 2 3
0 2 2 60 0 90 Normal Punch 0.5 1 2 3

Frame:13

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 60 0 210 Normal Punch 0.75 1 2 3
0 1 2 60 0 210 Normal Punch 0.75 1 2 3
0 2 2 60 0 90 Normal Punch 0.5 1 2 3

Frame:15

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 60 0 210 Normal Punch 0.75 1 2 3
0 1 2 60 0 210 Normal Punch 0.75 1 2 3
0 2 2 60 0 90 Normal Punch 0.5 1 2 3

Frame:17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 50 120 90 Normal Kick 5 5
0 1 8 50 120 90 Normal Kick 5 5

Scripts

Main

  1. AsyncWait(3.0)
  2. ChangeHurtBoxStateSpecific { bone: 445, state: IntangibleFlashing }
  3. AsyncWait(6.0)
  4. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 210, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 60, size: 5.0, x_offset: 0.0, y_offset: 11.5, z_offset: 3.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.75, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 210, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 60, size: 5.0, x_offset: 0.0, y_offset: 11.5, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.75, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 0, kbg: 0, shield_damage: 1, bkb: 60, size: 5.0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(1.0)
    5. DeleteAllHitBoxes
    6. SyncWait(1.0)
  5. UnchangeHurtBoxStateSpecific
  6. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 90, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 50, size: 8.5, x_offset: 0.0, y_offset: 14.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 90, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(1.0)
  9. DeleteAllHitBoxes

GFX

  1. AsyncWait(6.0)
  2. GraphicEffect(GraphicEffect { graphic: 14, 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: 1.2, 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(25.0)
  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: 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. SoundEffectStop(105)
  2. AsyncWait(6.0)
  3. SoundEffect1(1921)
  4. SoundEffect1(166)
  5. SyncWait(2.0)
  6. SoundEffect1(112)
  7. SyncWait(8.0)
  8. SoundEffect1(112)
  9. SyncWait(99.0)
  10. SoundEffect1(112)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. ItemVisibility(false)
  4. SlopeContourStand { leg_bone_parent: 0 }
  5. AsyncWait(7.0)
  6. Rumble { unk1: 19, unk2: 0 }
  7. AsyncWait(11.0)
  8. ItemVisibility(true)
  9. AsyncWait(26.0)
  10. SlopeContourStand { leg_bone_parent: 6 }