LXP2.1 - Pichu - Subaction - AttackAirF

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Stats

IASA: 35
Auto Cancel Window: 1-5, 30-35
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 6-19
Hitbox set 0 hits: 6
Subaction Index: 0x63

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:6-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 30 90 50 Electric Shock 6 6
0 1 11 30 90 50 Electric Shock 6 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  2. AsyncWait(9.0)
  3. AddDamage(1.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  6. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 6.4779, 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: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 50, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 5.6472, x_offset: 0.0, y_offset: -1.4992167, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(14.0)
  9. DeleteAllHitBoxes
  10. SyncWait(10.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  12. AsyncWait(39.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 376, graphic: 1, bone: 0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 0.5, randomize: None, terminate_with_animation: false })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 376, graphic: 3, bone: 33, 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, randomize: None, terminate_with_animation: true })
  4. AsyncWait(9.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 376, graphic: 4, bone: 0, x_offset: 8.5, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, randomize: None, terminate_with_animation: true })
  6. AsyncWait(18.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 376, graphic: 4, bone: 0, x_offset: 8.5, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, randomize: None, terminate_with_animation: true })
  8. AsyncWait(25.0)
  9. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(24641539), Bool(false), Bool(false)] }

SFX

  1. FrameSpeedModifier { multiplier: 2.0, unk: 0 }
  2. AsyncWait(9.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. SoundEffect1(109)
  5. SoundEffect1(109)
  6. SyncWait(2.0)
  7. SoundEffect1(110)
  8. Goto(0x9019c168)

Other

  1. AsyncWait(9.0)
  2. RumbleLoop { unk1: 2, unk2: 18 }