PM3.02 - Yoshi - Subaction - AttackS4S

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Stats

IASA: 37
Partially Intangible: 5-9
Hitboxes active: 7-9
Hitbox set 0 hits: 7
Subaction Index: 0x58

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:7-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 17 32 98 361 Normal Kick 9 8
0 1 17 32 98 361 Normal Kick 9 8
0 2 17 32 98 361 Normal Kick 9 8

Scripts

Main

  1. AsyncWait(4.0)
  2. ChangeHurtBoxStateSpecific { bone: 38, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 43, state: IntangibleFlashing }
  4. AsyncWait(6.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 38, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 32, size: 4.705867, x_offset: 0.0, y_offset: 2.4705834, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 38, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 32, size: 3.9215667, x_offset: 0.0, y_offset: 0.0, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 2, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 32, size: 2.3529334, x_offset: 0.0, y_offset: 0.0, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(3.0)
  9. UnchangeHurtBoxStateSpecific
  10. DeleteAllHitBoxes
  11. AsyncWait(36.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. GraphicEffect(GraphicEffect { graphic: 39, 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: 0.7, 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(6.0)
  2. SoundEffectStop(191)
  3. Subroutine(0x222ac)
  4. SoundEffect1(168)
  5. SoundEffect1(109)
  6. SoundEffect1(3009)
  7. SoundEffect1(114)
  8. SyncWait(1.0)
  9. SyncWait(3.0)
  10. SyncWait(1.0)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(30.0)
  5. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 15 }