P+ - Lucario - Subaction - SpecialHiMove

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |

Stats

IASA: None
Hitboxes active: 1-20
Hitbox set 0 hits: 1, 3, 5, 7, 9, 11, 13, 15, 17, 19
Subaction Index: 0x1db

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:1-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 16 0 100 365 Normal Kick 2 3

Frames:19-20

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 5 35 100 361 Normal MagicZap MD 4 4

Scripts

Main

  1. BoolVariableSetTrue { variable: LongtermAccessBool (0x7e) }
  2. loop 9 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 365, wdsk: 16, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, 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: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    2. SyncWait(2.0)
    3. DeleteAllHitBoxes
  3. BoolVariableSetFalse { variable: LongtermAccessBool (0x7e) }
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 35, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 10, bone: 23, 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: 1.0, randomize: None, terminate_with_animation: true })
  2. SwordGlow(SwordGlow { color: 11, blur_length: 15, point1_bone: 8, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 4.0, point2_bone: 8, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: -4.0, delete_after_subaction: true, graphic_id: 0, bone_id: 8, 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: 1.0 })
  3. Subroutine(0x23a68)

SFX

  1. SoundEffect1(5805)
  2. SyncWait(6.0)
  3. SoundEffectVictory(2316)

Other

  1. loop Infinite times:
    1. if ((InternalConstantInt(VerticalCharacterVelocity) LessThan scalar(0)))
      1. IfStatementAnd ((LongtermAccessInt (0x2) LessThanOrEqual scalar(1)))
      2. IfStatementAnd ((InternalConstantInt(ControlStickYAxis) GreaterThan InternalConstantInt (0xc78)))
      3. LedgeGrabEnable(EnableInFrontAndBehind)
    2. else
      1. LedgeGrabEnable(Disable)
    3. SyncWait(1.0)