PM3.02 - Wario-Man - Subaction - AttackHi4

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Stats

IASA: 27
Partially Intangible: 7-24
Hitboxes active: 7-25
Hitbox set 0 hits: 7
Hitbox set 1 hits: 25
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.

Frames:7-24

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Hitlag Mult Rehit Rate Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 2 0 15 70 95 Normal Burn true true 1 4 false false 2 3
0 1 2 0 40 70 95 Normal Burn true true 1 4 false false 2 3
0 2 0 50 0 100 160 Electric Burn false false 0.5 4 true true 1 1

Frame:25

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Direct Hitlag Mult Rehit Rate Freeze frame disable Flinchless Shieldstun Hitlag Targets
1 0 15 0 60 90 50 Normal Kick true true 1 0 false false 8 7
1 1 15 0 60 90 50 Normal Kick true true 1 0 false false 8 7
0 2 0 50 0 100 160 Electric Burn false false 0.5 4 true true 1 1

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 95, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 15, size: 10.0, x_offset: 0.0, y_offset: 14.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 4, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 95, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 40, size: 10.0, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 4, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(0.0), trajectory: 160, wdsk: 50, kbg: 100, shield_damage: 0, bkb: 0, size: 38.0, x_offset: 0.0, y_offset: 16.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 }, rehit_rate: 4, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: true })
  5. ChangeHurtBoxStateSpecific { bone: 39, state: IntangibleFlashing }
  6. AsyncWait(24.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 1, damage: Constant(15.0), trajectory: 50, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 60, size: 12.0, x_offset: 0.0, y_offset: 14.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 1, damage: Constant(15.0), trajectory: 50, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 60, size: 12.0, x_offset: 0.0, y_offset: 6.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
  9. UnchangeHurtBoxStateSpecific
  10. SyncWait(1.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(26.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  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: 1.2, 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: false })
  3. AsyncWait(25.0)
  4. 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. SoundEffectStop(191)
  2. AsyncWait(6.0)
  3. SoundEffect1(1921)
  4. SoundEffect1(167)
  5. SyncWait(1.0)
  6. SoundEffect1(112)
  7. SyncWait(10.0)
  8. SoundEffect1(112)
  9. SyncWait(10.0)
  10. SoundEffect1(112)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. ItemVisibility(false)
  4. SlopeContourStand { leg_bone_parent: 0 }
  5. AsyncWait(7.0)
  6. Rumble { unk1: 19, unk2: 0 }
  7. AsyncWait(11.0)
  8. ItemVisibility(true)
  9. AsyncWait(26.0)
  10. SlopeContourStand { leg_bone_parent: 6 }