P+ - Kirby - Subaction - AttackAirHi

| 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 |

Stats

IASA: 34
Auto Cancel Window: 1-7, 17-46
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 8-13
Hitbox set 0 hits: 8
Subaction Index: 0x65

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:8-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 5 115 75 Normal Kick 8 7
0 1 15 5 115 75 Normal Kick 8 7
0 2 15 5 115 75 Normal Kick 8 7

Frames:11-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 10 90 30 Normal Kick 7 6
0 1 12 10 90 30 Normal Kick 7 6
0 2 12 10 90 30 Normal Kick 7 6

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.2858, unk: 0 }
  2. AsyncWait(9.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. CreateHitBox(HitBoxArguments { bone_index: 455, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 75, wdsk: 0, kbg: 115, shield_damage: 0, bkb: 5, size: 4.32, x_offset: 3.67, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 455, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 75, wdsk: 0, kbg: 115, shield_damage: 0, bkb: 5, size: 0.0, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 457, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 75, wdsk: 0, kbg: 115, shield_damage: 0, bkb: 5, size: 0.0, x_offset: 5.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(3.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 455, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 30, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 4.32, x_offset: 3.67, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 455, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 30, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 0.0, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 457, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 30, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 10, size: 0.0, x_offset: 5.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  12. SyncWait(3.0)
  13. DeleteAllHitBoxes
  14. SyncWait(3.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  16. AsyncWait(35.0)
  17. AllowInterrupts

GFX

    SFX

    1. AsyncWait(8.0)
    2. SoundEffect1(108)
    3. SyncWait(1.0)
    4. SoundEffect1(55)

    Other

    1. AsyncWait(9.0)
    2. Rumble { unk1: 17, unk2: 0 }