PM3.6 - Ness - Subaction - AttackLw3

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 |

Stats

IASA: 14
Hitboxes active: 3-4
Hitbox set 0 hits: 3
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:3-4

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 10 135 83 Normal Kick 0.85 0.5 3 3
0 1 3 10 135 83 Normal Kick 0.85 0.5 3 3
0 2 3 10 135 83 Normal Kick 0.85 0.5 3 3

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 83, wdsk: 0, kbg: 135, shield_damage: 0, bkb: 10, size: 3.52, x_offset: 0.0, y_offset: 4.3, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.85, sdi_mult: 0.5, 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: 15, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 83, wdsk: 0, kbg: 135, shield_damage: 0, bkb: 10, size: 2.34, x_offset: 0.0, y_offset: 1.56, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.85, sdi_mult: 0.5, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 83, wdsk: 0, kbg: 135, shield_damage: 0, bkb: 10, size: 2.73, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.85, sdi_mult: 0.5, 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 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. SyncWait(1.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  9. AsyncWait(13.0)
  10. AllowInterrupts

GFX

    SFX

    1. AsyncWait(2.0)
    2. SoundEffect1(54)

    Other

    1. SlopeContourStand { leg_bone_parent: 1 }
    2. AsyncWait(2.0)
    3. Rumble { unk1: 17, unk2: 0 }