P+ - Lucas - Subaction - AttackDash

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Stats

IASA: 39
Hitboxes active: 6-16
Hitbox set 0 hits: 6
Subaction Index: 0x4e

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 Shieldstun Hitlag Targets
0 0 10 70 68 83 Electric MagicZap 6 6
0 1 10 60 68 83 Electric MagicZap 6 6

Frames:9-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 45 90 361 Electric MagicZap 5 5
0 1 7 35 90 361 Electric MagicZap 5 5

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 83, wdsk: 0, kbg: 68, shield_damage: 0, bkb: 70, size: 5.8, x_offset: 0.0, y_offset: 6.3, z_offset: 3.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 64, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 83, wdsk: 0, kbg: 68, shield_damage: 0, bkb: 60, size: 3.5, 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: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(8.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 45, size: 4.8, x_offset: 0.0, y_offset: 6.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 64, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 35, size: 3.4, 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: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(12.0)
  8. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(0), Scalar(3.9)] }
  9. UnknownEvent { namespace: 0x6, code: 0x2, unk1: 0x0, arguments: [Value(1), Scalar(3.2)] }
  10. AsyncWait(16.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(38.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, bone: 0, 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, random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: true })
  3. AsyncWait(5.0)
  4. 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: 0.75, randomize: None, terminate_with_animation: true })

SFX

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(4), Bool(true)] }
  2. AsyncWait(5.0)
  3. SoundVoiceLow
  4. Rumble { unk1: 17, unk2: 0 }
  5. SoundEffect1(5132)
  6. SyncWait(6.0)
  7. SoundEffect1(5218)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }

Other

  1. BoolVariableSetFalse { variable: LongtermAccessBool (0x7b) }
  2. AsyncWait(1.0)
  3. BoolVariableSetTrue { variable: LongtermAccessBool (0x7b) }
  4. AsyncWait(4.0)
  5. BoolVariableSetFalse { variable: LongtermAccessBool (0x7b) }