P+ - Kirby - Subaction - AttackAirF

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Stats

IASA: 38
Auto Cancel Window: 1-6, 36-49
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Partially Intangible: 7-25
Hitboxes active: 7-8, 14-15, 20-22
Hitbox set 0 hits: 7, 14, 20
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:7-8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Shield Dmg Shieldstun Hitlag Targets
0 0 3 30 0 100 60 Normal MagicZap AD 1 3 3
0 1 3 30 0 100 75 Normal MagicZap AD 1 3 3

Frames:14-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Shield Dmg Shieldstun Hitlag Targets
0 0 3 30 0 100 60 Normal MagicZap AD 1 3 3
0 1 3 30 0 100 75 Normal MagicZap AD 1 3 3

Frames:20-22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 0 146 361 Normal Kick 5 5
0 1 8 0 146 361 Normal Kick 5 5

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.6, unk: 0 }
  2. AsyncWait(9.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  5. Subroutine(0x36f58)
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 30, kbg: 100, shield_damage: 1, bkb: 0, size: 4.69, x_offset: 0.0, y_offset: 3.77, z_offset: 11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 60, wdsk: 30, kbg: 100, shield_damage: 1, bkb: 0, size: 4.75, x_offset: 0.0, y_offset: 3.77, z_offset: 4.59, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. SyncWait(2.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(16.0)
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 75, wdsk: 30, kbg: 100, shield_damage: 1, bkb: 0, size: 4.69, x_offset: 0.0, y_offset: 3.77, z_offset: 11.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 60, wdsk: 30, kbg: 100, shield_damage: 1, bkb: 0, size: 4.5, x_offset: 0.0, y_offset: 3.77, z_offset: 4.59, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  13. SyncWait(2.0)
  14. DeleteAllHitBoxes
  15. FrameSpeedModifier { multiplier: 1.5, unk: 0 }
  16. AsyncWait(24.0)
  17. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  18. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 146, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 3.77, z_offset: 11.0, 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: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  19. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 146, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 3.77, z_offset: 4.59, 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: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  20. SyncWait(3.0)
  21. DeleteAllHitBoxes
  22. ChangeHurtBoxStateAll { state: Normal }
  23. AsyncWait(40.0)
  24. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  25. AsyncWait(42.0)
  26. AllowInterrupts

GFX

    SFX

    1. AsyncWait(9.0)
    2. SoundEffect1(55)
    3. SyncWait(7.0)
    4. SoundEffect1(55)
    5. SyncWait(8.0)
    6. SoundEffect1(55)

    Other

    1. AsyncWait(9.0)
    2. ChangeHurtBoxStateSpecific { bone: 47, state: IntangibleFlashing }
    3. ChangeHurtBoxStateSpecific { bone: 56, state: IntangibleFlashing }
    4. Rumble { unk1: 0, unk2: 0 }
    5. AsyncWait(16.0)
    6. Rumble { unk1: 0, unk2: 0 }
    7. AsyncWait(24.0)
    8. Rumble { unk1: 16, unk2: 0 }
    9. AsyncWait(30.0)
    10. UnchangeHurtBoxStateSpecific