PM3.6 - Olimar - Subaction - Attack11

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Stats

IASA: 16
Hitboxes active: 4-10
Hitbox set 0 hits: 4
Hitbox set 1 hits: 8
Subaction Index: 0x48

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:4-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 10 80 20 Normal Punch 3 3
0 1 3 10 10 80 20 Normal Punch 3 3

Frames:8-10

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
1 2 2 0 0 361 Normal Punch false 2 3

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(3.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 20, wdsk: 10, kbg: 80, shield_damage: 0, bkb: 10, size: 3.28, x_offset: 0.0, y_offset: 1.88, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 20, wdsk: 10, kbg: 80, shield_damage: 0, bkb: 10, size: 3.28, x_offset: 1.88, y_offset: 6.58, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(7.0)
  7. DeleteAllHitBoxes
  8. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 2, set_id: 1, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 0, shield_damage: 0, bkb: 0, size: 3.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: false, unk5: false, direct: true, unk6: 0 })
  9. AsyncWait(10.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(8.0)
  12. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  13. AsyncWait(15.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. Subroutine(0x9019d080)

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(5010)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 4 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(14.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }