PM3.6 - Yoshi - Subaction - AttackHi4

| 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 |

Stats

IASA: 33
Partially Intangible: 4-9
Hitboxes active: 4-9
Hitbox set 0 hits: 4
Subaction Index: 0x5d

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:4-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 26 101 75 Normal Kick 9 8
0 1 16 26 101 75 Normal Kick 9 8

Scripts

Main

  1. AsyncWait(3.0)
  2. ChangeHurtBoxStateSpecific { bone: 38, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 43, state: IntangibleFlashing }
  4. CreateHitBox(HitBoxArguments { bone_index: 38, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 75, wdsk: 0, kbg: 101, shield_damage: 0, bkb: 26, size: 5.08, x_offset: 0.0, y_offset: 3.28125, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 37, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 75, wdsk: 0, kbg: 101, shield_damage: 0, bkb: 26, size: 4.3, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(6.0)
  7. UnchangeHurtBoxStateSpecific
  8. DeleteAllHitBoxes
  9. AsyncWait(32.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(12.0)
  2. GraphicEffect(GraphicEffect { graphic: 11, 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 })

SFX

  1. AsyncWait(3.0)
  2. SoundEffectStop(191)
  3. Subroutine(0x222ac)
  4. SoundEffect1(168)
  5. SoundEffect1(109)
  6. SoundEffect1(3009)
  7. SoundEffect1(114)
  8. SyncWait(1.0)
  9. SyncWait(3.0)
  10. SyncWait(1.0)
  11. SyncWait(4.0)
  12. SoundEffect1(2968)

Other

  1. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 4 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 10 }
  5. AsyncWait(24.0)
  6. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 10 }