P+ - Ivysaur - Subaction - AttackAirN

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Stats

IASA: None
Auto Cancel Window: 1-3, 38-42
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 4-29
Hitbox set 0 hits: 4, 8, 12, 16, 20, 24, 28
Subaction Index: 0x62

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:4-27

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 110 135 Normal Punch 0.6 2 3
0 1 2 40 0 110 135 Normal Punch 0.6 2 3
0 2 2 40 0 110 225 Normal Punch 0.6 2 3
0 3 2 40 0 110 225 Normal Punch 0.6 2 3

Frames:28-29

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 10 190 361 Normal Punch 3 4
0 1 4 10 190 361 Normal Punch 3 4

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. BoolVariableSetTrue { variable: LongtermAccessBool (0x73) }
  4. loop 6 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 135, wdsk: 40, kbg: 110, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 2.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 135, wdsk: 40, kbg: 110, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 0.5, z_offset: 3.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 225, wdsk: 40, kbg: 110, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 8.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 225, wdsk: 40, kbg: 110, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 8.0, z_offset: 2.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(4.0)
    6. DeleteAllHitBoxes
  5. BoolVariableSetFalse { variable: LongtermAccessBool (0x73) }
  6. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 190, shield_damage: 0, bkb: 10, size: 6.0, 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: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 190, shield_damage: 0, bkb: 10, size: 6.0, 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: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(2.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(37.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(3.0)
    2. loop 3 times:
      1. SoundEffect1(5626)
      2. SyncWait(4.0)
      3. SoundEffect1(5607)
      4. SyncWait(4.0)

    Other

    1. AsyncWait(3.0)
    2. RumbleLoop { unk1: 2, unk2: 30 }