PM3.6 - Wario-Man - Subaction - AttackS4S_1

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Stats

IASA: 32
Fully Intangible: 6-20
Hitboxes active: 6-20
Hitbox set 0 hits: 6
Subaction Index: 0x58

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:6-20

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 20 30 77 361 Normal Kick false false 10 9
0 1 20 30 77 361 Normal Kick true true 10 9

Scripts

Main

  1. AsyncWait(4.0)
  2. AsyncWait(5.0)
  3. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  4. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 77, shield_damage: 0, bkb: 30, size: 5.0, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: false, direct: false, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 77, shield_damage: 0, bkb: 30, size: 4.0, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
  6. AsyncWait(20.0)
  7. ChangeHurtBoxStateAll { state: Normal }
  8. DeleteAllHitBoxes
  9. AsyncWait(31.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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: 1.0, 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: true })
  3. AsyncWait(11.0)
  4. GraphicEffect(GraphicEffect { graphic: 26, 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: 0.4, 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: true })

SFX

  1. SoundEffectStop(191)
  2. SoundEffect1(1922)
  3. AsyncWait(5.0)
  4. SoundEffect1(167)
  5. SyncWait(1.0)
  6. SoundEffect1(115)
  7. SyncWait(5.0)
  8. SoundEffect1(114)
  9. SyncWait(33.0)
  10. SoundEffect1(111)
  11. SyncWait(40.0)
  12. SoundEffect1(111)

Other

  1. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 160.0, speed: 3.0, size: 1.0, unk3: 0.0, unk4: 10.0, unk5: 24.0, unk6: 20.0, unk7: 20.0, unk8: 50 })
  2. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  3. AsyncWait(7.0)
  4. Rumble { unk1: 18, unk2: 0 }
  5. AsyncWait(15.0)
  6. Rumble { unk1: 17, unk2: 0 }
  7. AsyncWait(20.0)
  8. UnknownEvent { namespace: 0x14, code: 0x7, unk1: 0x0, arguments: [Value(0), Scalar(3.0), Scalar(210.0), Scalar(12.0), Scalar(0.5), Scalar(0.0), Scalar(10.0), Scalar(24.0), Scalar(20.0)] }
  9. AsyncWait(46.0)
  10. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  11. EndAestheticWindEffect { unk: 0 }
  12. AsyncWait(53.0)
  13. SlopeContourStand { leg_bone_parent: 6 }