PM3.6 - Game & Watch - Subaction - Attack11

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |

Stats

IASA: 16
Hitboxes active: 4-6
Hitbox set 0 hits: 4
Subaction Index: 0x48

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:4-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 20 0 100 83 Normal Burn 3 3
0 1 3 20 0 100 83 Normal Burn 3 3
0 2 3 20 0 100 85 Normal Burn 3 3

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  2. if (not(ArticleExists value(6)))
    1. IntVariableSet { variable: LongtermAccessInt (0x45), value: 0 }
    2. GenerateArticle { article_id: 6, subaction_only: true }
  3. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(1)] }
  4. AsyncWait(2.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  6. AsyncWait(3.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 59, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 83, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 4.69, x_offset: 0.0, y_offset: 6.38, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 59, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 83, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.52, 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: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 52, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 85, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.13, 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: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(6.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(7.0)
  13. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  14. AsyncWait(15.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. Subroutine(0x9019d080)

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(4472)
  3. SyncWait(3.0)
  4. SoundEffect1(4471)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 16, unk2: 0 }