PM3.6 - Wario - Subaction - AttackS4S_1

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Stats

IASA: 47
Hitboxes active: 6-13
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:6-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 30 80 30 Normal Kick 9 8
0 1 16 30 80 30 Normal Kick 9 8

Frames:10-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 30 64 30 Normal Kick 6 6
0 1 10 30 64 30 Normal Kick 6 6

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 413, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 30, wdsk: 0, kbg: 80, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 405, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 30, wdsk: 0, kbg: 80, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(9.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 413, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 30, wdsk: 0, kbg: 64, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 405, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 30, wdsk: 0, kbg: 64, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(13.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(46.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, bone: 400, 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: 0.6, 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. GraphicEffect(GraphicEffect { graphic: 26, bone: 400, 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: 0.8, 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(105)
  2. SoundEffect1(1922)
  3. AsyncWait(5.0)
  4. SoundEffect1(4892)
  5. SoundEffect1(166)
  6. AsyncWait(33.0)
  7. SoundEffect1(4894)
  8. AsyncWait(40.0)
  9. SoundEffect1(4894)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(5.0)
  3. Rumble { unk1: 18, unk2: 0 }
  4. AsyncWait(9.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(45.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
  8. AsyncWait(52.0)
  9. SlopeContourStand { leg_bone_parent: 6 }