PM3.02 - R.O.B - Subaction - AttackHi3

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Stats

IASA: 27
Hitboxes active: 4-8
Hitbox set 0 hits: 4
Hitbox set 1 hits: 6
Subaction Index: 0x54

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:4-5

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 55 120 90 Normal Kick 3 3
0 1 3 55 120 95 Normal Kick 3 3
0 2 3 55 120 95 Normal Kick 3 3

Frames:6-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
1 0 5 55 120 90 Normal Kick 4 4
1 1 6 55 120 90 Normal Kick 4 4
1 2 6 55 120 90 Normal Kick 4 4
1 3 6 55 120 90 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 90, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 55, size: 3.28, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 95, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 55, size: 4.1, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 95, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 55, size: 4.1, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(5.0)
  6. DeleteAllHitBoxes
  7. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 1, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 55, size: 4.1, x_offset: 0.0, y_offset: 26.32, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 1, set_id: 1, damage: Constant(6.0), trajectory: 90, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 55, size: 3.69, x_offset: 0.0, y_offset: 18.8, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 2, set_id: 1, damage: Constant(6.0), trajectory: 90, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 55, size: 3.28, x_offset: 0.0, y_offset: 11.28, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 3, set_id: 1, damage: Constant(6.0), trajectory: 90, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 55, size: 2.87, x_offset: 0.0, y_offset: 6.58, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(8.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(26.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  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: 0.6, 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(3.0)
  2. SoundVoiceLow
  3. SoundEffect1(6031)
  4. SoundEffect1(5957)
  5. SyncWait(12.0)
  6. SoundEffect1(5987)

Other

  1. SlopeContourStand { leg_bone_parent: 0 }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(28.0)
  5. SlopeContourFull { hip_n_or_top_n: 9, trans_bone: 7 }