PM3.6 - Peach - Subaction - AttackLw4

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Stats

IASA: None
Partially Intangible: 1-22
Hitboxes active: 3-4, 7-8, 11-12, 15-16, 19-20
Hitbox set 0 hits: 3, 7, 11, 15, 19
Subaction Index: 0x60

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 Shieldstun Hitlag Targets
0 0 13 40 86 140 Normal Kick 7 7
0 1 13 40 86 140 Normal Kick 7 7
0 2 11 35 87 140 Normal Kick 6 6
0 3 11 35 87 140 Normal Kick 6 6

Frames:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 40 86 140 Normal Kick 7 7
0 1 13 40 86 140 Normal Kick 7 7
0 2 11 35 87 140 Normal Kick 6 6
0 3 11 35 87 140 Normal Kick 6 6

Frames:11-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 40 86 140 Normal Kick 7 7
0 1 13 40 86 140 Normal Kick 7 7
0 2 11 35 87 140 Normal Kick 6 6
0 3 11 35 87 140 Normal Kick 6 6

Frames:15-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 40 86 140 Normal Kick 7 7
0 1 13 40 86 140 Normal Kick 7 7
0 2 11 35 87 140 Normal Kick 6 6
0 3 11 35 87 140 Normal Kick 6 6

Frames:19-20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 40 86 140 Normal Kick 7 7
0 1 13 40 86 140 Normal Kick 7 7
0 2 11 35 87 140 Normal Kick 6 6
0 3 11 35 87 140 Normal Kick 6 6

Scripts

Main

  1. ChangeHurtBoxStateSpecific { bone: 9, state: IntangibleFlashing }
  2. ChangeHurtBoxStateSpecific { bone: 10, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 13, state: IntangibleFlashing }
  4. ChangeHurtBoxStateSpecific { bone: 14, state: IntangibleFlashing }
  5. AsyncWait(2.0)
  6. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 140, wdsk: 0, kbg: 86, shield_damage: 0, bkb: 40, size: 3.5156167, x_offset: 0.0, y_offset: 1.7968667, z_offset: 8.984366, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 140, wdsk: 0, kbg: 86, shield_damage: 0, bkb: 40, size: 3.5156167, x_offset: 0.0, y_offset: 1.7968667, z_offset: -8.984366, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 140, wdsk: 0, kbg: 87, shield_damage: 0, bkb: 35, size: 3.5156167, x_offset: 0.0, y_offset: 2.2460833, z_offset: 3.59375, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(11.0), trajectory: 140, wdsk: 0, kbg: 87, shield_damage: 0, bkb: 35, size: 3.5156167, x_offset: 0.0, y_offset: 2.2460833, z_offset: -3.59375, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
    7. SyncWait(2.0)
  7. UnchangeHurtBoxStateSpecific
  8. FrameSpeedModifier { multiplier: 1.35, unk: 0 }

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 14, 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: 0.9, 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(2.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(58)
  4. SoundEffect1(112)
  5. SoundEffect1(3866)
  6. SyncWait(2.0)
  7. SoundEffect1(3863)
  8. SyncWait(4.0)
  9. SoundEffect1(3866)
  10. SyncWait(2.0)
  11. SoundEffect1(3863)
  12. SyncWait(4.0)
  13. SoundEffect1(3866)
  14. SyncWait(2.0)
  15. SoundEffect1(3863)
  16. SyncWait(4.0)
  17. SoundEffect1(3866)
  18. SyncWait(2.0)
  19. SoundEffect1(3863)

Other

  1. UnknownEvent { namespace: 0x17, code: 0x7, unk1: 0x0, arguments: [] }
  2. AsyncWait(0.0)
  3. SlopeContourStand { leg_bone_parent: 1 }
  4. AsyncWait(1.0)
  5. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  6. AsyncWait(2.0)
  7. RumbleLoop { unk1: 2, unk2: 14 }
  8. AsyncWait(32.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }