P+ - Knuckles - Subaction - AttackAirB

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Stats

IASA: 33
Auto Cancel Window: 1-3, 29-46
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 12-21
Hitbox set 0 hits: 12
Subaction Index: 0x64

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:12-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 21 101 361 Normal Punch 8 7
0 1 15 21 101 361 Normal Punch 8 7

Frames:15-21

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 10 85 361 Normal Punch 5 5
0 1 8 10 85 361 Normal Punch 5 5

Scripts

Main

  1. Subroutine(0x13ae4)
  2. AsyncWait(3.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(11.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 68, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 101, shield_damage: 0, bkb: 21, size: 3.5, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 68, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 101, shield_damage: 0, bkb: 21, size: 3.5, x_offset: -7.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 68, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 10, size: 3.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 68, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 10, size: 3.0, x_offset: -7.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(21.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(28.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  14. SyncWait(4.0)
  15. AllowInterrupts
  16. Subroutine(0x1b85c)

GFX

    SFX

    1. AsyncWait(11.0)
    2. SoundEffect2(16744)

    Other

    1. AsyncWait(8.0)
    2. SoundEffect1(16868)
    3. AsyncWait(11.0)
    4. Rumble { unk1: 17, unk2: 0 }