P+ - Lucario - Subaction - AttackAirB

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Stats

IASA: 33
Auto Cancel Window: 1-9, 26-39
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Direction Reverse Frames: 26
Hitboxes active: 10-13
Hitbox set 0 hits: 10
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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 14 20 100 361 Aura Aura 1 8 7
0 1 14 20 100 361 Aura Aura 1 8 7
0 2 15 30 100 361 Aura Aura 1.1 8 8

Scripts

Main

  1. Subroutine(0x230f4)
  2. AsyncWait(9.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 2.5, 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: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.0, x_offset: -1.5, y_offset: 0.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.25, x_offset: -5.25, y_offset: 0.25, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(13.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(25.0)
  10. ReverseDirection
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  12. AsyncWait(32.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(9.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 4, bone: 48, x_offset: 0.0, y_offset: -2.75, z_offset: -5.25, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 2, bone: 29, 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: 0.9, randomize: None, terminate_with_animation: true })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 3, bone: 49, 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: 0.9, randomize: None, terminate_with_animation: true })
  5. Goto(0xc2b8)

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(5831)

Other

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