PM3.6 - Snake - Subaction - Attack11

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Stats

IASA: 16
Hitboxes active: 3-4
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:3-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 4 30 5 60 20 Normal Punch 3 3 4
0 1 4 20 5 60 80 Normal Punch 3 3 4
0 2 4 20 5 60 88 Normal Punch 3 3 4
0 3 4 30 5 60 80 Normal Punch 3 3 4

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 20, wdsk: 30, kbg: 60, shield_damage: 3, bkb: 5, size: 3.28, x_offset: 0.0, y_offset: 11.28, z_offset: 6.58, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 20, kbg: 60, shield_damage: 3, bkb: 5, size: 2.87, x_offset: 0.0, y_offset: 11.28, z_offset: 10.34, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 88, wdsk: 20, kbg: 60, shield_damage: 3, bkb: 5, size: 4.51, x_offset: 0.0, y_offset: 11.28, z_offset: 12.2, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 80, wdsk: 30, kbg: 60, shield_damage: 3, bkb: 5, size: 2.87, x_offset: 0.0, y_offset: -0.19, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(5.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(15.0)
  12. AllowInterrupts

GFX

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

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(6470)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 0, unk2: 0 }