P+ - Wario - Subaction - SpecialHiJump

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Stats

IASA: None
Hitboxes active: 1-24
Hitbox set 0 hits: 1, 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23
Subaction Index: 0x1fa

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:1-2

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 100 0 100 115 Normal Punch 2 3
0 1 1 100 0 100 115 Normal Punch 2 3
0 2 1 90 0 100 85 Normal Punch 2 3
0 3 1 90 0 100 105 Normal Punch 2 3

Frames:3-22

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 1 0 50 20 363 Normal Punch 0 0.25 2 0
0 1 1 110 0 100 90 Normal Paper 0 0.25 2 0

Frames:23-24

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 60 130 80 Normal Punch 3 4

Scripts

Main

  1. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 115, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 5.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  2. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 115, wdsk: 100, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 5.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 85, wdsk: 90, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 11.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 105, wdsk: 90, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 11.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. loop 10 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 363, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 50, size: 5.5, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.25, effect: Normal, unk1: false, sound_level: 1, 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(1.0), trajectory: 90, wdsk: 110, kbg: 100, shield_damage: 0, bkb: 0, size: 6.5, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.0, sdi_mult: 0.25, effect: Normal, unk1: true, sound_level: 0, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(2.0)
    4. DeleteAllHitBoxes
  8. LedgeGrabEnable(EnableInFrontAndBehind)
  9. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 60, size: 8.0, x_offset: 0.0, y_offset: 8.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(2.0)
  11. DeleteAllHitBoxes
  12. FloatVariableSet { variable: LongtermAccessFloat(SpecialFallMobilityMultiplier), value: 0.85 }
  13. AsyncWait(29.0)
  14. SetAirGround(10)
  15. FloatVariableSet { variable: RandomAccessFloat (0x3e7), value: 0 }

GFX

  1. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 190 }
  2. AsyncWait(2.0)
  3. FlashEffectOverlay { red: 255, green: 240, blue: 128, alpha: 80 }
  4. AsyncWait(4.0)
  5. SetColorOfFlashEffectOverlay { transition_time: 26, red: 255, green: 0, blue: 0, alpha: 0 }
  6. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 22, graphic: 10, bone: 405, 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, randomize: Some(ExternalGraphicEffectRandomize { 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 })
    2. SyncWait(5.0)
  7. AsyncWait(30.0)
  8. RemoveFlashEffect

SFX

  1. AsyncWait(0.0)
  2. SoundEffect1(4848)
  3. SoundEffectTransient(1893)
  4. SyncWait(5.0)
  5. SoundEffect1(4791)
  6. SyncWait(15.0)
  7. SoundEffect1(4892)

Other

  1. RumbleLoop { unk1: 2, unk2: 30 }