PM3.02 - Peach - Subaction - Attack11

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Stats

IASA: 16
Hitboxes active: 2-3
Hitbox set 0 hits: 2
Subaction Index: 0x48

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:2-3

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 20 0 100 78 Normal Paper 3 3
0 1 3 20 0 100 78 Normal Paper 3 3
0 2 3 20 0 100 78 Normal Paper 3 3
0 3 3 20 0 100 78 Normal Paper 3 3

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. CreateHitBox(HitBoxArguments { bone_index: 63, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 78, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.91, x_offset: 1.35, y_offset: 0.0, 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: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 78, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 1.95, x_offset: 0.0, y_offset: 0.0, 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: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 78, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.73, x_offset: 0.0, y_offset: 0.0, 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: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 89, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 78, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.34, x_offset: 0.0, y_offset: 0.0, 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: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(6.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(15.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(1.0)
  2. Subroutine(0x9019d080)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(53)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(25.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 1 }