PM3.02 - Wario-Man - Subaction - Attack12

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Stats

IASA: 8
Hitboxes active: 5-7
Hitbox set 0 hits: 5
Subaction Index: 0x49

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:5-7

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 4 25 20 30 Normal Punch 0.5 0.5 3 2
0 1 4 25 20 30 Normal Punch 0.5 0.5 3 2

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 30, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 25, size: 8.0, x_offset: 0.0, y_offset: 8.5, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 30, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 25, size: 8.0, x_offset: 0.0, y_offset: 5.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 0.5, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
  4. SyncWait(3.0)
  5. DeleteAllHitBoxes
  6. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. GraphicEffect(GraphicEffect { graphic: 28, 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. SoundEffect1(4895)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 16, unk2: 0 }