P+ - Lucas - Subaction - Attack12

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Stats

IASA: 27
Hitboxes active: 6-8
Hitbox set 0 hits: 6
Subaction Index: 0x49

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:6-8

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Shieldstun Hitlag Targets
0 0 3 35 100 51 Normal MagicZap AD true 6 3 3
0 1 3 35 100 51 Electric Unknown(128) AD false 6 3 3

Scripts

Main

  1. FrameSpeedModifier { multiplier: 1.4, unk: 0 }
  2. AsyncWait(7.0)
  3. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 5, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 51, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 35, size: 3.0, x_offset: 0.0, y_offset: 2.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 64, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 51, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 35, size: 4.0, x_offset: 0.0, y_offset: 0.5, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: false, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  6. SyncWait(3.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(28.0)
  9. AllowInterrupts

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 3, x_offset: 0.0, y_offset: 2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 70, bone: 3, x_offset: 0.0, y_offset: 0.75, z_offset: 0.0, x_rotation: 0.0, y_rotation: 40.0, z_rotation: 180.0, scale: 0.7, randomize: None, terminate_with_animation: true })
  3. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 54, 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: 0.4, randomize: None, terminate_with_animation: true })
    2. SyncWait(2.0)
  4. AsyncWait(7.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 64, x_offset: 2.4, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.9, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, randomize: None, terminate_with_animation: true })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: 64, x_offset: 4.3, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: None, terminate_with_animation: true })

SFX

  1. SyncWait(7.0)
  2. SoundEffect1(5131)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 16, unk2: 0 }
  4. AsyncWait(25.0)
  5. SlopeContourStand { leg_bone_parent: 6 }