P+ - Lucas - Subaction - AttackAirN

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Stats

IASA: 44
Auto Cancel Window: 1-3, 33-49
Auto Cancel Lag: 4
Landing Lag: 16
Landing Lag (L-Cancel): 8
Hitboxes active: 4-5, 7-8, 10-11, 13-14, 16-19
Hitbox set 0 hits: 4, 7, 10, 13, 16
Subaction Index: 0x62

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:4-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 0 130 110 Normal MagicZap 0.75 2 2
0 1 2 20 0 100 210 Normal MagicZap 0.75 2 2
0 2 2 20 0 130 110 Normal MagicZap 0.75 2 2
0 3 2 20 0 100 210 Normal MagicZap 0.75 2 2

Frames:7-8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 0 130 110 Normal MagicZap 0.75 2 2
0 1 2 20 0 100 210 Normal MagicZap 0.75 2 2
0 2 2 20 0 130 110 Normal MagicZap 0.75 2 2
0 3 2 20 0 100 210 Normal MagicZap 0.75 2 2

Frames:10-11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 0 130 110 Normal MagicZap 0.75 2 2
0 1 2 20 0 100 210 Normal MagicZap 0.75 2 2
0 2 2 20 0 130 110 Normal MagicZap 0.75 2 2
0 3 2 20 0 100 210 Normal MagicZap 0.75 2 2

Frames:13-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 0 130 110 Normal MagicZap 0.75 2 2
0 1 2 20 0 100 210 Normal MagicZap 0.75 2 2
0 2 2 20 0 130 110 Normal MagicZap 0.75 2 2
0 3 2 20 0 100 210 Normal MagicZap 0.75 2 2

Frames:16-19

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 6 10 143 35 Electric Unknown(128) AD 4 4
0 1 6 10 143 35 Electric Unknown(128) AP 4 4

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 20, kbg: 130, shield_damage: 0, bkb: 0, size: 3.75, x_offset: 0.0, y_offset: 2.0, z_offset: -3.5, tripping_rate: 0.0, hitlag_mult: 0.75, 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: Magic, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 210, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.75, x_offset: 0.0, y_offset: 8.0, z_offset: -3.5, tripping_rate: 0.0, hitlag_mult: 0.75, 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: Magic, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 110, wdsk: 20, kbg: 130, shield_damage: 0, bkb: 0, size: 3.75, x_offset: 0.0, y_offset: 2.0, z_offset: 3.5, tripping_rate: 0.0, hitlag_mult: 0.75, 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: Magic, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 210, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.75, x_offset: 0.0, y_offset: 8.0, z_offset: 3.5, tripping_rate: 0.0, hitlag_mult: 0.75, 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: Magic, clang: true, unk5: true, direct: true, unk6: 0 })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: -2, x_offset: 1.0, y_offset: 1.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.2, randomize: None, terminate_with_animation: false })
    6. SoundEffect1(5131)
    7. SyncWait(2.0)
    8. DeleteAllHitBoxes
    9. SyncWait(1.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 35, wdsk: 0, kbg: 143, shield_damage: 0, bkb: 10, size: 2.5, x_offset: 0.0, y_offset: 5.0, z_offset: 2.0, 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: Pk, clang: true, unk5: false, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 35, wdsk: 0, kbg: 143, shield_damage: 0, bkb: 10, size: 7.5, x_offset: 0.0, y_offset: 5.0, z_offset: 0.3, 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: Pk, clang: true, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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. SoundEffect1(5131)
  7. SyncWait(4.0)
  8. FrameSpeedModifier { multiplier: 0.55, unk: 0 }
  9. DeleteAllHitBoxes
  10. AsyncWait(26.0)
  11. FrameSpeedModifier { multiplier: 1.15, unk: 0 }
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. AsyncWait(38.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. loop 4 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 17, bone: -2, x_offset: 2.0, y_offset: 2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, randomize: None, terminate_with_animation: false })
    2. SyncWait(3.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 3, bone: 20, 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: 1.3, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(3.0)
  2. RumbleLoop { unk1: 2, unk2: 16 }

Other

  1. Subroutine(0x2342c)