P+ - Ice Climbers - Subaction - AttackAirLw

| 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 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 |

Stats

IASA: 64
Auto Cancel Window: 1-2, 58-66
Auto Cancel Lag: 4
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 3-52
Hitbox set 0 hits: 3
Subaction Index: 0x66

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:3-52

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 36 0 110 361 Normal Punch 6 5
0 1 9 36 0 110 361 Normal Punch 6 5

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 36, kbg: 110, shield_damage: 0, bkb: 0, size: 3.91, x_offset: 0.0, y_offset: 3.91, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 36, kbg: 110, shield_damage: 0, bkb: 0, size: 5.47, 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: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(52.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(57.0)
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  9. AsyncWait(63.0)
  10. AllowInterrupts

GFX

    SFX

    1. AsyncWait(2.0)
    2. SoundEffectTransient(4269)

    Other

    1. Rumble { unk1: 17, unk2: 0 }