P+ - Knuckles - Subaction - AttackAirF

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Stats

IASA: 45
Auto Cancel Window: 1-6, 39-56
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 13-17
Hitbox set 0 hits: 13
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:13-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 35 80 40 Normal Kick 8 7
0 1 13 35 80 40 Normal Punch 7 7

Frames:16-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 70 60 270 Slash Kick 8 7
0 1 13 70 60 270 Normal Punch 7 7

Scripts

Main

  1. AsyncWait(6.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(12.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 70, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: None, terminate_with_animation: false })
  5. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 40, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 35, size: 4.5, x_offset: -0.25, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 68, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 40, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 35, size: 2.5, x_offset: -1.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(15.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 82, x_offset: 0.0, y_offset: 0.0, z_offset: -4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, randomize: None, terminate_with_animation: false })
  9. CreateHitBox(HitBoxArguments { bone_index: 70, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 270, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 70, size: 4.5, x_offset: -0.25, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 68, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 270, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 70, size: 2.5, x_offset: -1.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(17.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(38.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(44.0)
  16. AllowInterrupts
  17. Subroutine(0x1c8d4)

GFX

    SFX

    1. AsyncWait(8.0)
    2. if (RollADie value(6))
      1. SoundEffect1(24638)
    3. else
      1. if (RollADie value(5))
        1. SoundEffect1(24638)
      2. else
        1. if (RollADie value(4))
          1. SoundEffect1(24638)
        2. else
          1. if (RollADie value(3))
            1. SoundEffect1(24638)
          2. else
            1. if (RollADie value(2))
              1. SoundEffect1(24635)
            2. else
              1. if (RollADie value(1))
                1. SoundEffect1(24635)
    4. BoolVariableSetTrue { variable: LongtermAccessBool (0x37) }
    5. AsyncWait(12.0)
    6. SoundEffect1(24789)
    7. AsyncWait(13.0)
    8. BoolVariableSetFalse { variable: LongtermAccessBool (0x37) }

    Other

    1. AsyncWait(7.0)
    2. Rumble { unk1: 18, unk2: 0 }
    3. AsyncWait(10.0)
    4. if ((LongtermAccessInt(CostumeID) LessThan scalar(20)))
      1. IfStatementOr ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(30)))
      2. SwordGlow(SwordGlow { color: 801, blur_length: 7, point1_bone: 70, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 71, point2_x_offset: 0.0, point2_y_offset: -3.2, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
      3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 82, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    5. else
      1. SwordGlow(SwordGlow { color: 802, blur_length: 7, point1_bone: 70, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 71, point2_x_offset: 0.0, point2_y_offset: -4.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 0.0 })
      2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 82, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    6. SyncWait(9.0)
    7. DeleteSwordGlow { fade_time: 2 }