P+ - Game & Watch - Subaction - LandingAirLw

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |

Stats

IASA: 21
Hitboxes active: 1-2
Hitbox set 0 hits: 1
Subaction Index: 0x6b

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 60 90 290 Normal Kick 4 4
0 1 6 50 30 361 Normal Kick 4 4

Scripts

Main

  1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 290, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 60, size: 4.3, x_offset: 0.0, y_offset: 1.99, z_offset: 4.78, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 50, size: 4.3, x_offset: 0.0, y_offset: 1.99, z_offset: 4.78, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  3. ModelChanger { reference: 0, switch_index: 5, bone_group_index: 6 }
  4. SyncWait(2.0)
  5. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 41, 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: false })

SFX

  1. AsyncWait(0.0)
  2. SoundEffectOther1(4521)

Other

  1. ItemVisibility(false)
  2. Rumble { unk1: 22, unk2: 0 }
  3. SlopeContourStand { leg_bone_parent: 1 }