PM3.02 - Mario - Subaction - AttackHi4

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Stats

IASA: None
Hitboxes active: 3-6
Hitbox set 0 hits: 3
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:3-4

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 32 97 83 Normal Punch 8 7
0 1 15 32 97 83 Normal Punch 8 7

Frames:5-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 32 97 83 Normal Punch 8 7
0 1 15 32 97 83 Normal Punch 8 7
0 2 16 35 95 259 Normal Punch 9 8
0 3 16 35 95 259 Normal Punch 9 8

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 83, wdsk: 0, kbg: 97, shield_damage: 0, bkb: 32, size: 3.52, x_offset: 0.0, y_offset: 2.5, z_offset: 1.1, 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: 22, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 83, wdsk: 0, kbg: 97, shield_damage: 0, bkb: 32, size: 3.52, x_offset: 0.0, y_offset: 1.0, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(2.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 83, wdsk: 0, kbg: 97, shield_damage: 0, bkb: 32, size: 3.52, x_offset: 0.0, y_offset: 2.5, z_offset: 1.1, 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: false, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 83, wdsk: 0, kbg: 97, shield_damage: 0, bkb: 32, size: 3.52, x_offset: 0.0, y_offset: 1.0, 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: false, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 259, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.52, x_offset: 0.0, y_offset: 2.5, z_offset: 1.1, 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: false, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 3, set_id: 0, damage: Constant(16.0), trajectory: 259, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 35, size: 3.52, x_offset: 0.0, y_offset: 1.0, 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: false, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(2.0)
  10. ChangeHurtBoxStateSpecific { bone: 39, state: IntangibleFlashing }
  11. DeleteAllHitBoxes
  12. UnchangeHurtBoxStateSpecific

GFX

  1. AsyncWait(1.0)
  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(1.0)
  2. SoundEffectStop(105)
  3. Subroutine(0x20e44)
  4. SyncWait(1.0)
  5. SoundEffect1(168)
  6. SoundEffect1(55)

Other

  1. SlopeContourStand { leg_bone_parent: 0 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(8.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }