P+ - Game & Watch - Subaction - AttackAirHi

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Stats

IASA: 18
Auto Cancel Window: 1-2, 18-24
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 3-8
Hitbox set 0 hits: 3
Subaction Index: 0x65

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:3-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 45 95 80 Normal Burn 6 5
0 1 9 45 95 80 Normal Burn 6 5

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 2 }
  2. ModelChanger { reference: 0, switch_index: 3, bone_group_index: 0 }
  3. IntVariableSet { variable: LongtermAccessInt (0x45), value: 4 }
  4. GenerateArticle { article_id: 6, subaction_only: true }
  5. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(8)] }
  6. UnknownEvent { namespace: 0x10, code: 0xc, unk1: 0x0, arguments: [Value(6), Scalar(2.5)] }
  7. AsyncWait(5.0)
  8. UnknownEvent { namespace: 0x10, code: 0xc, unk1: 0x0, arguments: [Value(6), Scalar(1.4)] }
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 45, size: 5.08, x_offset: 0.0, y_offset: 15.94, z_offset: 0.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 80, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 45, size: 3.52, x_offset: 0.0, y_offset: 11.95, z_offset: 0.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  12. AsyncWait(12.0)
  13. UnknownEvent { namespace: 0x10, code: 0xc, unk1: 0x0, arguments: [Value(6), Scalar(0.3)] }
  14. DeleteAllHitBoxes
  15. AsyncWait(16.0)
  16. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  17. AllowInterrupts
  18. Subroutine(0x24580)
  19. AsyncWait(18.0)
  20. SetAnimationFrame(1000.0)

GFX

  1. FrameSpeedModifier { multiplier: 2.5, unk: 0 }
  2. AsyncWait(5.0)
  3. FrameSpeedModifier { multiplier: 1.4, unk: 0 }
  4. AsyncWait(12.0)
  5. FrameSpeedModifier { multiplier: 0.3, unk: 0 }

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(4484)

Other

  1. AsyncWait(5.0)
  2. Rumble { unk1: 16, unk2: 0 }
  3. AsyncWait(8.0)
  4. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 90.0, speed: 300.0, size: 1.0, unk3: 0.0, unk4: 30.0, unk5: 32.0, unk6: 60.0, unk7: 60.0, unk8: 50 })
  5. AsyncWait(18.0)
  6. EndAestheticWindEffect { unk: 0 }
  7. AsyncWait(22.0)
  8. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 2.0, stength: 90.0, speed: 300.0, size: 1.0, unk3: 0.0, unk4: 30.0, unk5: 32.0, unk6: 60.0, unk7: 60.0, unk8: 50 })
  9. AsyncWait(26.0)
  10. EndAestheticWindEffect { unk: 0 }