PM3.02 - Mario - Subaction - AttackS4Hi

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Stats

IASA: 37
Hitboxes active: 8-12
Hitbox set 0 hits: 8
Subaction Index: 0x57

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:8-12

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 20 30 97 361 Flame Burn false false 10 9
0 1 15 25 96 361 Normal Punch true true 8 7

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 96, shield_damage: 0, bkb: 25, size: 4.0, x_offset: 2.0, y_offset: 11.25, z_offset: 4.25, 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. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(7)))
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 97, shield_damage: 0, bkb: 30, size: 4.25, x_offset: 2.0, y_offset: 14.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 0.6666667, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: false, unk6: 0 })
  4. else
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 97, shield_damage: 0, bkb: 30, size: 4.25, x_offset: 2.0, y_offset: 14.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: false, unk6: 0 })
  5. SyncWait(5.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(21.0)
  8. FrameSpeedModifier { multiplier: 1.22, unk: 0 }
  9. AsyncWait(39.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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 })
  3. AsyncWait(7.0)
  4. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(7)))
    1. Goto(0x21a5c)
  5. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 25, bone: 0, x_offset: 10.5, y_offset: 14.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })

SFX

  1. Goto(AttackS4S SFX 0x2452c)

Other

  1. AsyncWait(6.0)
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(7.0)
  4. Rumble { unk1: 12, unk2: 0 }