PM3.6 - Mario - Subaction - AttackS3Lw

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Stats

IASA: 25
Hitboxes active: 5-7
Hitbox set 0 hits: 5
Subaction Index: 0x53

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:5-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 13 100 361 Normal Kick 5 5
0 1 8 13 100 361 Normal Kick 5 5
0 2 8 13 100 361 Normal Kick 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 13, size: 3.91, x_offset: 0.0, y_offset: 3.87, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 13, size: 3.13, x_offset: 0.0, y_offset: 1.29, 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: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 13, size: 2.73, x_offset: 0.0, y_offset: 1.29, z_offset: -2.15, 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(3.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(24.0)
  8. AllowInterrupts

GFX

  1. Goto(AttackS3S GFX 0x7e50)

SFX

  1. Goto(AttackS3S SFX 0xdae8)

Other

  1. AsyncWait(5.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(16.0)
  4. SlopeContourStand { leg_bone_parent: 2 }
  5. AsyncWait(18.0)
  6. SlopeContourStand { leg_bone_parent: 6 }