PM3.02 - Game & Watch - Subaction - AttackHi4

| 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: 22
Partially Intangible: 7-11
Hitboxes active: 7-11
Hitbox set 0 hits: 7
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.

Frames:7-11

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 23 40 96 83 Normal Punch 10 12 10

Scripts

Main

  1. Subroutine(0xf6c8)
  2. AsyncWait(6.0)
  3. ChangeHurtBoxStateSpecific { bone: 43, state: IntangibleFlashing }
  4. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(23.0), trajectory: 83, wdsk: 0, kbg: 96, shield_damage: 10, bkb: 40, size: 5.08, x_offset: 0.0, y_offset: 2.79, z_offset: 1.2, 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 })
  5. SyncWait(5.0)
  6. UnchangeHurtBoxStateSpecific
  7. DeleteAllHitBoxes
  8. AsyncWait(21.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, 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. AsyncWait(0.0)
  2. SoundEffectStop(4497)
  3. SoundEffect1(4490)
  4. SyncWait(6.0)
  5. SoundEffect1(4489)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 13, unk2: 0 }