PM3.6 - Game & Watch - Subaction - AttackDash

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Stats

IASA: 35
Hitboxes active: 3-28
Hitbox set 0 hits: 3
Subaction Index: 0x4e

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:3-6

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 10 60 50 50 Normal Kick 6 6 6

Frames:7-28

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 9 60 50 120 Normal Kick 6 6 5

Scripts

Main

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x71) }
  2. FrameSpeedModifier { multiplier: 2.5, unk: 0 }
  3. AsyncWait(2.5)
  4. BoolVariableSetTrue { variable: LongtermAccessBool (0x71) }
  5. AsyncWait(5.0)
  6. BoolVariableSetFalse { variable: LongtermAccessBool (0x71) }
  7. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  8. ModelChanger { reference: 0, switch_index: 4, bone_group_index: 1 }
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 50, wdsk: 0, kbg: 50, shield_damage: 6, bkb: 60, size: 5.08, x_offset: 0.0, y_offset: 1.99, z_offset: 3.98, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(6.0)
  11. BoolVariableSetTrue { variable: LongtermAccessBool (0x71) }
  12. AsyncWait(9.0)
  13. BoolVariableSetFalse { variable: LongtermAccessBool (0x71) }
  14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 120, wdsk: 0, kbg: 50, shield_damage: 6, bkb: 60, size: 5.08, x_offset: 0.0, y_offset: 1.99, z_offset: 3.98, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  15. AsyncWait(31.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(37.0)
  18. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }
  19. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 0.5, 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(3.0)
  2. SoundEffect1(4467)
  3. SyncWait(1.0)
  4. SoundEffect1(4465)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 16, unk2: 0 }