P+ - Game & Watch - Subaction - AttackAirF

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Stats

IASA: None
Auto Cancel Window: 1-2
Auto Cancel Lag: 4
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 9-32
Hitbox set 0 hits: 9
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.

Frame:9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 10 100 50 Normal Punch 9 8
0 1 16 10 100 50 Normal Punch 9 8

Frames:10-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 10 100 361 Normal Punch 9 8
0 1 16 10 100 361 Normal Punch 9 8

Frames:13-32

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 10 90 361 Normal Punch 5 5
0 1 7 10 90 361 Normal Punch 5 5

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 5, bone_group_index: 2 }
  2. AsyncWait(2.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(8.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 6.25, x_offset: 0.0, y_offset: 11.5, z_offset: -6.75, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 50, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.69, x_offset: 0.0, y_offset: 6.75, z_offset: -2.75, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(9.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 6.25, x_offset: 0.0, y_offset: 4.38, z_offset: 12.75, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.69, x_offset: 0.0, y_offset: 4.38, z_offset: 6.38, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(3.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 6.25, x_offset: 0.0, y_offset: 4.38, z_offset: 12.75, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 4.69, x_offset: 0.0, y_offset: 4.38, z_offset: 6.38, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  13. AsyncWait(32.0)
  14. DeleteAllHitBoxes
  15. Subroutine(0x24580)

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 59, 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, 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: true })

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(4484)
  3. SyncWait(3.0)
  4. UnknownEvent { namespace: 0xc, code: 0x1e, unk1: 0x0, arguments: [] }

Other

  1. ItemVisibility(false)
  2. AsyncWait(8.0)
  3. Rumble { unk1: 16, unk2: 0 }