PM3.02 - R.O.B - Subaction - AttackLw4

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Stats

IASA: None
Hitboxes active: 3-9, 13
Hitbox set 0 hits: 3, 5, 7, 9, 13
Subaction Index: 0x60

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:3-9

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 20 100 170 Normal Punch 0.9 2 3
0 1 2 20 100 170 Normal Punch 0.9 2 3
0 2 2 20 100 170 Normal Punch 0.9 2 3
0 3 2 20 100 170 Normal Punch 0.9 2 3

Frame:13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 80 120 70 Normal Kick 3 4
0 1 4 80 120 70 Normal Kick 3 4
0 2 4 80 120 70 Normal Kick 3 4
0 3 4 80 120 70 Normal Kick 3 4

Scripts

Main

  1. AsyncWait(1.0)
  2. loop 4 times:
    1. SyncWait(1.0)
    2. DeleteAllHitBoxes
    3. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 170, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.28, x_offset: -1.41, y_offset: 4.7, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.9, 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 })
    4. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 170, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.28, x_offset: -1.41, y_offset: -4.7, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.9, 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 })
    5. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 170, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.28, x_offset: -1.41, y_offset: 12.22, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.9, 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 })
    6. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 170, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.28, x_offset: -1.41, y_offset: -12.22, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.9, 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 })
    7. SyncWait(1.0)
  3. DeleteAllHitBoxes
  4. AsyncWait(12.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 80, size: 3.69, x_offset: -1.41, y_offset: 4.7, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 80, size: 3.69, x_offset: -1.41, y_offset: -4.7, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 80, size: 4.92, x_offset: -1.41, y_offset: 12.22, 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: 10, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 80, size: 4.92, x_offset: -1.41, y_offset: -12.22, 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. SyncWait(1.0)
  10. DeleteAllHitBoxes

GFX

  1. AsyncWait(4.0)
  2. GraphicEffect(GraphicEffect { graphic: 14, 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(2.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2460)
  4. SoundEffect1(112)
  5. SyncWait(5.0)
  6. SoundEffect1(6031)
  7. SyncWait(5.0)
  8. SoundEffect1(6031)
  9. SyncWait(5.0)
  10. SoundEffect1(6031)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 4, unk2: 0 }
  4. AsyncWait(20.0)
  5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  6. AsyncWait(27.0)
  7. SlopeContourFull { hip_n_or_top_n: 9, trans_bone: 3 }