P+ - Knuckles - Subaction - AttackAirHi

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Stats

IASA: 33
Auto Cancel Window: 1-2, 25-46
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 7-10
Hitbox set 0 hits: 7
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:7-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 30 100 85 Normal Kick 6 6

Scripts

Main

  1. Subroutine(0x13ae4)
  2. AsyncWait(2.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(6.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.25, x_offset: 0.0, y_offset: 2.25, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(24.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  10. AsyncWait(32.0)
  11. AllowInterrupts
  12. Subroutine(0x1b85c)

GFX

    SFX

    1. Subroutine(AttackLw3 SFX 0xea14)

    Other

    1. AsyncWait(6.0)
    2. Rumble { unk1: 18, unk2: 0 }
    3. AsyncWait(10.0)
    4. Rumble { unk1: 18, unk2: 0 }