P+ - Charizard - Subaction - AttackAirF

| 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: 37
Auto Cancel Window: 1-5, 28-46
Auto Cancel Lag: 5
Landing Lag: 26
Landing Lag (L-Cancel): 13
Hitboxes active: 10-15
Hitbox set 0 hits: 10
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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 35 90 70 Slash Slash 6 6
0 1 16 40 100 60 Flame Slash 9 8

Frames:14-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 1 16 40 100 60 Flame Slash 9 8

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(9.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 35, size: 4.5, 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: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  5. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
    1. CreateHitBox(HitBoxArguments { bone_index: 26, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  6. else
    1. CreateHitBox(HitBoxArguments { bone_index: 26, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.5, x_offset: 1.5, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(13.0)
  8. DeleteHitBox(0)
  9. AsyncWait(15.0)
  10. FrameSpeedModifier { multiplier: 1.3, unk: 0 }
  11. DeleteAllHitBoxes
  12. AsyncWait(17.0)
  13. DeleteSwordGlow { fade_time: 3 }
  14. AsyncWait(30.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  16. AsyncWait(41.0)
  17. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. SwordGlow(SwordGlow { color: 7, blur_length: 5, point1_bone: 27, point1_x_offset: 1.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 27, point2_x_offset: 1.8, point2_y_offset: -1.2, point2_z_offset: -0.1, delete_after_subaction: true, graphic_id: 0, bone_id: 27, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
  3. loop 8 times:
    1. SyncWait(1.0)
    2. if ((LongtermAccessInt(CostumeID) Equal scalar(62)))
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 26, bone: 29, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
    3. else
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 18, bone: 29, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: Some(ExternalGraphicEffectRandomize { 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: false })

SFX

  1. AsyncWait(9.0)
  2. SoundVoiceOttotto
  3. SoundEffect1(5490)
  4. SoundEffect1(5492)
  5. SoundEffect1(5493)

Other

  1. AsyncWait(9.0)
  2. Rumble { unk1: 18, unk2: 0 }