PM3.02 - Sonic - Subaction - AttackHi4

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Stats

IASA: None
Fully Intangible: 5-6
Partially Intangible: 7-36
Hitboxes active: 5, 7-11
Hitbox set 0 hits: 5, 7
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.

Frame:5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 2 80 0 100 110 Normal Punch 0.7 0.5 2 2 2
0 1 2 80 0 100 110 Normal Punch 0.7 0.5 2 2 2

Frames:7-11

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 14 37 102 75 Slash Slash 1.3 10 8 9
0 1 14 37 102 75 Slash Slash 1.3 10 8 9
0 2 14 37 102 75 Slash Slash 1.3 10 8 9
0 3 14 37 102 75 Slash Slash 1.3 10 8 9

Scripts

Main

  1. AsyncWait(4.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. AsyncWait(4.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 80, kbg: 100, shield_damage: 2, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 8.5, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 80, kbg: 100, shield_damage: 2, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 8.5, z_offset: -2.0010667, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(6.0)
  9. ChangeHurtBoxStateAll { state: Normal }
  10. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 75, wdsk: 0, kbg: 102, shield_damage: 10, bkb: 37, size: 3.69, x_offset: 0.0, y_offset: 4.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 75, wdsk: 0, kbg: 102, shield_damage: 10, bkb: 37, size: 3.69, x_offset: 0.0, y_offset: 4.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 75, wdsk: 0, kbg: 102, shield_damage: 10, bkb: 37, size: 3.69, x_offset: 0.0, y_offset: -4.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 3, set_id: 0, damage: Constant(14.0), trajectory: 75, wdsk: 0, kbg: 102, shield_damage: 10, bkb: 37, size: 3.69, x_offset: 0.0, y_offset: -4.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.3, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  14. SyncWait(1.0)
  15. FrameSpeedModifier { multiplier: 3.0, unk: 0 }
  16. SyncWait(12.0)
  17. FrameSpeedModifier { multiplier: 1.2, unk: 0 }
  18. DeleteAllHitBoxes
  19. AsyncWait(28.0)
  20. FrameSpeedModifier { multiplier: 1.45, unk: 0 }
  21. SyncWait(400.0)
  22. DeleteAllHitBoxes
  23. SyncWait(2.0)

GFX

  1. AsyncWait(5.0)
  2. GraphicEffect(GraphicEffect { graphic: 41, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 4, bone: 80, 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, randomize: None, terminate_with_animation: true })
  4. AsyncWait(7.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 1, bone: 81, 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, randomize: None, terminate_with_animation: true })
  6. loop 12 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 19, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 270.0, z_rotation: -90.0, scale: 0.698, randomize: None, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 19, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: -90.0, scale: 0.563, randomize: None, terminate_with_animation: true })
  7. AsyncWait(17.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 1, bone: 81, 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, randomize: None, terminate_with_animation: true })
  9. AsyncWait(31.0)
  10. 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(4.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(2681)
  4. SoundEffect1(6478)
  5. AsyncWait(27.0)
  6. SoundEffect1(6521)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(6.0)
  5. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  6. ItemVisibility(false)
  7. AsyncWait(6.0)
  8. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  9. RumbleLoop { unk1: 0, unk2: 20 }
  10. loop 7 times:
    1. Subroutine(0x2430)
    2. SyncWait(1.0)
    3. Subroutine(0x24c8)
    4. SyncWait(1.0)
  11. loop 1 times:
    1. Subroutine(0x2430)
    2. SyncWait(3.0)
    3. Subroutine(0x24c8)
    4. SyncWait(3.0)
  12. Subroutine(0x2430)
  13. SyncWait(3.0)
  14. Subroutine(0x24c8)
  15. AsyncWait(30.0)
  16. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  17. SlopeContourStand { leg_bone_parent: 6 }
  18. AsyncWait(31.0)
  19. ItemVisibility(true)
  20. AsyncWait(40.0)
  21. NormalizePhysics