P+ - Lucario - Subaction - SpecialHiCancel

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Stats

IASA: 9
Hitboxes active: 1-3
Hitbox set 0 hits: 1
Subaction Index: 0x1e

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:1-3

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 60 0 100 365 Aura Aura 2 3

Scripts

Main

  1. SetAnimationFrame(7.0)
  2. Subroutine(NONE Main 0x29b40)
  3. Subroutine(0x28e08)
  4. DisableMovement(DisableVertical)
  5. DisableMovement(DisableHorizontal)
  6. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, 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: 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. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. SyncWait(5.0)
  10. AllowInterrupts
  11. SyncWait(12.0)
  12. SetAirGround(0)
  13. DisableMovement2(DisableVertical)
  14. DisableMovement2(DisableHorizontal)

GFX

  1. FlashEffectOverlay { red: 136, green: 247, blue: 255, alpha: 110 }
  2. SetColorOfFlashEffectOverlay { transition_time: 16, red: 136, green: 247, blue: 255, alpha: 0 }
  3. SyncWait(16.0)
  4. RemoveFlashEffect

SFX

    Other

    1. Subroutine(0x24d08)
    2. FloatVariableMultiply { variable: LongtermAccessFloat (0x34), value: -0.1 }
    3. FloatVariableMultiply { variable: LongtermAccessFloat (0x35), value: -0.1 }
    4. loop 10 times:
      1. AddVelocity { x_vel: Variable(LongtermAccessFloat(Address(52))), y_vel: Variable(LongtermAccessFloat(Address(53))) }
      2. SyncWait(1.0)