PM3.6 - R.O.B - Subaction - CatchDash
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
Stats
IASA: |
None |
Hitboxes active: |
9-10 |
Subaction Index: |
0x6d |
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:9-10
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
Grab |
set action: 0x3d |
|
|
|
|
|
|
|
0 |
1 |
Grab |
set action: 0x3d |
|
|
|
|
|
|
|
Scripts
Main
- AsyncWait(8.0)
- CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 3.69, x_offset: 0.0, y_offset: 7.52, z_offset: 11.28, set_action: 61, target: AerialAndGrounded, unk: None })
- CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 2.87, x_offset: 0.0, y_offset: 9.4, z_offset: 5.64, set_action: 61, target: AerialAndGrounded, unk: None })
- Subroutine(External: gameAnimCmd_CaptureCutCommon)
- SyncWait(2.0)
- DeleteAllGrabBoxes
- BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
GFX
SFX
- AsyncWait(7.0)
- SoundEffect1(5946)
- SyncWait(6.0)
- SoundEffectStop(5946)
- SyncWait(1.0)
- SoundEffect1(5958)
- SyncWait(10.0)
- SoundEffect1(5987)
Other
- UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(9), Value(5), Bool(true)] }