PM3.02 - Wario - Subaction - AttackLw4

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Stats

IASA: 43
Hitboxes active: 8-10
Hitbox set 0 hits: 8
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:8-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 17 25 50 90 275 Normal Kick true 4 9 8
0 1 15 25 50 90 275 Normal Kick false 0 8 7
0 2 15 25 50 90 275 Normal Kick false 0 8 7

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 275, wdsk: 25, kbg: 90, shield_damage: 4, bkb: 50, size: 10.0, x_offset: 0.0, y_offset: 2.0, 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: false, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 275, wdsk: 25, kbg: 90, shield_damage: 0, bkb: 50, size: 8.0, x_offset: 0.0, y_offset: 3.0, z_offset: 12.5, 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: false, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 275, wdsk: 25, kbg: 90, shield_damage: 0, bkb: 50, size: 8.0, x_offset: 0.0, y_offset: 3.0, z_offset: -12.5, 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: false, unk4: 0, sse_type: Hand, clang: false, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(3.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(42.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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(9.0)
  4. GraphicEffect(GraphicEffect { graphic: 9, bone: 0, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.1, 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 })
  5. GraphicEffect(GraphicEffect { graphic: 42, 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: 1.1, 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 })
  6. GraphicEffect(GraphicEffect { graphic: 106, bone: 0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, 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 })
  7. AsyncWait(11.0)
  8. GraphicEffect(GraphicEffect { graphic: 57, bone: 0, x_offset: 0.0, y_offset: 1.0, 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: false })

SFX

  1. SoundEffectStop(105)
  2. SoundEffect1(1920)
  3. AsyncWait(7.0)
  4. SoundEffect1(167)
  5. SoundEffect1(4786)
  6. SoundEffect1(4786)
  7. ScreenShake { magnitude: 2 }

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 19, unk2: 0 }
  4. AsyncWait(14.0)
  5. Rumble { unk1: 18, unk2: 0 }