PM3.6 - Game & Watch - Subaction - DownAttackU

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Stats

IASA: None
Fully Intangible: 1-34
Hitboxes active: 20-21, 33-34
Hitbox set 0 hits: 20, 33
Subaction Index: 0xb0

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:20-21

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 6 80 50 361 Normal Kick false 1 4 4
0 1 6 80 50 361 Normal Kick false 1 4 4
0 2 6 80 50 361 Normal Kick false 1 4 4

Frames:33-34

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 6 80 50 361 Normal Kick false 1 4 4
0 1 6 80 50 361 Normal Kick false 1 4 4
0 2 6 80 50 361 Normal Kick false 1 4 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(15.0)
  3. ModelChanger { reference: 0, switch_index: 7, bone_group_index: 1 }
  4. AsyncWait(19.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, size: 5.47, x_offset: 0.0, y_offset: 3.19, z_offset: 13.55, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, size: 4.69, x_offset: 0.0, y_offset: 3.19, z_offset: 6.77, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, size: 3.13, x_offset: 0.0, y_offset: 3.19, z_offset: 0.0, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  8. SyncWait(2.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(32.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, size: 5.47, x_offset: 0.0, y_offset: 3.19, z_offset: -13.55, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, size: 4.69, x_offset: 0.0, y_offset: 3.19, z_offset: -6.77, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 1, bkb: 80, size: 3.13, x_offset: 0.0, y_offset: 3.19, z_offset: 0.0, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  14. SyncWait(2.0)
  15. ChangeHurtBoxStateAll { state: Normal }
  16. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 28, 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: false })
  2. AsyncWait(19.0)
  3. 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: false })

SFX

  1. AsyncWait(16.0)
  2. SoundEffect1(4518)
  3. SyncWait(2.0)
  4. SoundEffect1(4487)
  5. SyncWait(14.0)
  6. SoundEffect1(4487)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(19.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(32.0)
  5. Rumble { unk1: 17, unk2: 0 }