PM3.6 - Mario - Subaction - AttackLw3

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 |

Stats

IASA: 25
Hitboxes active: 5-8
Hitbox set 0 hits: 5
Subaction Index: 0x55

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:5-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 30 80 80 Normal Kick 6 5
0 1 9 30 80 80 Normal Kick 6 5
0 2 8 30 80 80 Normal Kick 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 3.91, x_offset: 0.0, y_offset: 3.8, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 3.13, x_offset: 0.0, y_offset: 1.72, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 2.34, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(4.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(28.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  2. FrameSpeedModifier { multiplier: 1.25, unk: 0 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(54)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  2. AsyncWait(4.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 7 }
  5. AsyncWait(20.0)
  6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }