P+ - Lucario - Subaction - AttackS4S_1

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Stats

IASA: 43
Hitboxes active: 12-16
Hitbox set 0 hits: 12
Subaction Index: 0x58

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:12-16

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 14 20 100 361 Aura Aura true true 0.9 8 6
0 1 14 20 100 361 Aura Aura true true 0.9 8 6
0 2 16 25 100 361 Aura Aura false false 0.9 9 7

Scripts

Main

  1. AsyncWait(11.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.0, x_offset: 0.0, y_offset: 8.0, z_offset: 9.0, tripping_rate: 0.0, hitlag_mult: 0.9, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.75, x_offset: 0.0, y_offset: 8.0, z_offset: 13.5, tripping_rate: 0.0, hitlag_mult: 0.9, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 25, size: 6.5, x_offset: 0.0, y_offset: 8.0, z_offset: 21.0, tripping_rate: 0.0, hitlag_mult: 0.9, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 3, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: false, unk6: 0 })
  5. SyncWait(5.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(42.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(11.0)
  2. GraphicEffect(GraphicEffect { graphic: 40, bone: 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, scale: 0.6, 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: true })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 5, bone: 0, x_offset: 0.0, y_offset: 8.5, z_offset: 16.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, 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 })
  4. 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 })
  5. 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 })
  6. Goto(0xc2b8)

SFX

  1. AsyncWait(7.0)
  2. SoundEffectStop(105)
  3. Subroutine(0x25a28)
  4. SyncWait(4.0)
  5. SoundEffect1(168)
  6. SoundEffect1(115)
  7. SoundEffect1(5831)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(10.0)
  3. SlopeContourStand { leg_bone_parent: 6 }
  4. AsyncWait(11.0)
  5. Rumble { unk1: 17, unk2: 0 }