P+ - Ice Climbers - Subaction - AttackAirF

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Stats

IASA: 55
Auto Cancel Window: 1-2, 55-60
Auto Cancel Lag: 4
Landing Lag: 20
Landing Lag (L-Cancel): 10
Hitboxes active: 19-22
Hitbox set 0 hits: 19
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:19-22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 40 90 280 Normal Punch 6 6
0 1 13 40 100 70 Normal Punch 7 7
0 2 12 40 100 70 Normal Punch 7 6

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(18.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 280, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 2.73, x_offset: 0.0, y_offset: 3.2, z_offset: 0.0, 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: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.86, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, 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: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 4.69, 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: Normal, unk1: false, sound_level: 3, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(4.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(54.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AllowInterrupts

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 23, x_offset: 0.0, y_offset: 2.0, 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 })
  3. AsyncWait(18.0)
  4. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(5), Value(23), Scalar(0.0), Scalar(7.3), Scalar(-1.0), Value(23), Scalar(0.0), Scalar(10.0), Scalar(-1.0), Bool(true), Value(0), Value(0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Value(8), Value(2), Scalar(4.0)] }
  5. AsyncWait(23.0)
  6. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(18.0)
  2. Subroutine(0x35474)
  3. SoundEffect1(4354)

Other

  1. AsyncWait(18.0)
  2. Rumble { unk1: 18, unk2: 0 }