P+ - Wario - Subaction - ShoulderChargeSquat

| 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 |

Stats

IASA: None
Hitboxes active: 1-19
Hitbox set 0 hits: 1
Subaction Index: 0x1e7

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:1-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 0 60 55 Normal Punch 3 3

Scripts

Main

  1. Armor { armor_type: HeavyArmorKnockbackBased, tolerance: 50.0 }
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 55, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 2.0, z_offset: -2.0, 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 })
  3. AsyncWait(19.0)
  4. DeleteAllHitBoxes
  5. FrameSpeedModifier { multiplier: 0.85, unk: 0 }

GFX

    SFX

    1. SoundEffect1(116)

    Other

    1. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
    2. SetVelocity { x_vel: 2.5, y_vel: 0.0 }
    3. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
    4. loop Infinite times:
      1. ResetVerticalVelocityAndAcceleration(true)
      2. SyncWait(1.0)