PM3.6 - Yoshi - Subaction - AttackLw4

| 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 | 41 | 42 | 43 | 44 | 45 | 46 |

Stats

IASA: None
Hitboxes active: 3-5, 17-18
Hitbox set 0 hits: 3, 17
Subaction Index: 0x60

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:3-5

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 50 80 30 Normal Punch 8 7
0 1 14 50 80 30 Normal Punch 8 7
0 2 14 50 80 30 Normal Punch 8 7

Frames:17-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 50 64 30 Normal Punch 7 7
0 1 13 50 64 30 Normal Punch 7 7
0 2 13 50 64 30 Normal Punch 7 7

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 30, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 5.25, x_offset: 0.0, y_offset: 1.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 30, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: 1.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 30, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 6.25, y_offset: 1.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(3.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(16.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 30, wdsk: 0, kbg: 64, shield_damage: 0, bkb: 50, size: 5.25, x_offset: 0.0, y_offset: 1.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 30, wdsk: 0, kbg: 64, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: 1.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 30, wdsk: 0, kbg: 64, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 6.25, y_offset: 1.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(2.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(48.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. GraphicEffect(GraphicEffect { graphic: 39, 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(16.0)
  4. GraphicEffect(GraphicEffect { graphic: 39, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.85, 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(2.0)
  2. SoundEffectStop(191)
  3. Subroutine(0x222ac)
  4. SoundEffect1(2934)
  5. SoundEffect1(112)
  6. SyncWait(14.0)
  7. SoundEffect1(2934)
  8. SoundEffect1(112)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 13, unk2: 0 }
  4. AsyncWait(16.0)
  5. Rumble { unk1: 13, unk2: 0 }
  6. AsyncWait(22.0)
  7. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 20 }