PM3.6 - R.O.B - Subaction - Attack11

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Stats

IASA: 21
Hitboxes active: 3-6
Hitbox set 0 hits: 3
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:3-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 4 70 100 Normal Kick 3 3
0 1 3 5 70 361 Normal Kick 3 3
0 2 3 20 70 361 Normal Kick 3 3
0 3 3 30 70 361 Normal Kick 3 3

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 100, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 4, size: 2.46, x_offset: -6.58, y_offset: 0.0, z_offset: -0.94, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 5, size: 3.28, x_offset: -1.88, y_offset: 0.0, z_offset: -0.94, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 20, size: 3.28, x_offset: 0.0, y_offset: 0.0, z_offset: -1.88, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 30, size: 3.28, 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: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(6.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(9.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(20.0)
  12. AllowInterrupts

GFX

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

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(6032)

Other

  1. SlopeContourStand { leg_bone_parent: 9 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 16, unk2: 0 }