P+ - Lucas - Subaction - AttackAirB

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 |

Stats

IASA: 44
Auto Cancel Window: 1-2, 36-50
Auto Cancel Lag: 4
Landing Lag: 20
Landing Lag (L-Cancel): 10
Hitboxes active: 12-16
Hitbox set 0 hits: 12
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:12-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 20 100 361 Electric MagicZap 8 7
0 1 12 20 100 361 Normal Kick 7 6

Frames:14-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 1 12 20 100 361 Normal Kick 7 6
0 2 15 20 80 300 Electric MagicZap 8 7

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(11.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.0, x_offset: 0.0, y_offset: 7.5, z_offset: -2.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(13.0)
  7. DeleteHitBox(0)
  8. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 300, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 20, size: 3.0, x_offset: -1.0, y_offset: 8.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(16.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(35.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. AsyncWait(43.0)
  14. AllowInterrupts

GFX

    SFX

    1. AsyncWait(3.0)
    2. SoundEffect1(2085)
    3. AsyncWait(11.0)
    4. SoundEffect1(55)
    5. SoundEffect1(5131)
    6. Rumble { unk1: 12, unk2: 0 }
    7. loop 6 times:
      1. if (EnteringOrIsInHitLag)
        1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(3)))
        2. SoundEffect1(169)
        3. SoundEffect1(5148)
      2. SyncWait(1.0)

    Other

    1. Subroutine(0x2342c)
    2. AsyncWait(10.0)
    3. SwordGlow(SwordGlow { color: 7, blur_length: 4, point1_bone: 14, point1_x_offset: 0.0, point1_y_offset: 3.0, point1_z_offset: 0.0, point2_bone: 14, point2_x_offset: 0.0, point2_y_offset: 4.5, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 0, bone_id: 14, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 6.0 })
    4. AsyncWait(11.0)
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 64, 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: 0.5, randomize: None, terminate_with_animation: false })
    6. AsyncWait(17.0)
    7. DeleteSwordGlow { fade_time: 0 }