P+ - Lucas - Subaction - AttackS4S

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Stats

IASA: 40
Hitboxes active: 7-9
Hitbox set 0 hits: 7
Subaction Index: 0x58

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:7-9

Set ID Dmg BKB KBG Angle Effect Sound Clang Shieldstun Hitlag Targets
0 0 16 45 85 361 Normal Kick true 9 8
0 1 16 50 85 361 Normal Kick true 9 8
0 2 16 55 85 361 Normal Kick false 9 8
0 3 16 60 85 361 Normal Kick false 9 8

Scripts

Main

  1. IntVariableSet { variable: RandomAccessInt (0x8), value: 16 }
  2. IntVariableSet { variable: RandomAccessInt (0x9), value: 20 }
  3. if (BoolIsTrue RandomAccessBool (0x6b))
    1. BoolVariableSetFalse { variable: RandomAccessBool (0x6b) }
    2. BoolVariableSetTrue { variable: RandomAccessBool (0x6c) }
    3. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(1769473), Bool(false), Bool(true)] }
    4. GraphicEffect(GraphicEffect { graphic: 29, bone: 28, 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: 0.3, 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: false })
    5. GraphicEffect(GraphicEffect { graphic: 29, bone: 51, 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: 0.3, 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: false })
    6. SoundEffect1(5209)
    7. SoundEffect1(5209)
    8. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
    9. AsyncWait(1.0)
    10. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    11. loop 5 times:
      1. Subroutine(0x24a64)
    12. ScreenShake { magnitude: 1 }
    13. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
      1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
      2. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(61)))
      3. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 3, set_id: 0, damage: Variable(RandomAccessInt(Address(9))), trajectory: 361, wdsk: 0, kbg: 77, shield_damage: 17, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
      4. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 2, set_id: 0, damage: Variable(RandomAccessInt(Address(9))), trajectory: 361, wdsk: 0, kbg: 77, shield_damage: 17, bkb: 55, size: 4.0, x_offset: 0.0, y_offset: 4.7, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
      5. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 1, set_id: 0, damage: Variable(RandomAccessInt(Address(9))), trajectory: 361, wdsk: 0, kbg: 77, shield_damage: 17, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
      6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Variable(RandomAccessInt(Address(9))), trajectory: 361, wdsk: 0, kbg: 77, shield_damage: 17, bkb: 45, size: 4.0, x_offset: 0.0, y_offset: 3.76, z_offset: 1.88, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
    14. else
      1. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 3, set_id: 0, damage: Variable(RandomAccessInt(Address(9))), trajectory: 361, wdsk: 0, kbg: 77, shield_damage: 17, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
      2. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 2, set_id: 0, damage: Variable(RandomAccessInt(Address(9))), trajectory: 361, wdsk: 0, kbg: 77, shield_damage: 17, bkb: 55, size: 4.0, x_offset: 0.0, y_offset: 4.7, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
      3. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 1, set_id: 0, damage: Variable(RandomAccessInt(Address(9))), trajectory: 361, wdsk: 0, kbg: 77, shield_damage: 17, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
      4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Variable(RandomAccessInt(Address(9))), trajectory: 361, wdsk: 0, kbg: 77, shield_damage: 17, bkb: 45, size: 4.0, x_offset: 0.0, y_offset: 3.76, z_offset: 1.88, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
    15. loop 3 times:
      1. Subroutine(0x24a64)
    16. DeleteAllHitBoxes
    17. loop 6 times:
      1. Subroutine(0x24a64)
    18. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
    19. AsyncWait(39.0)
    20. AllowInterrupts
  4. else
    1. BoolVariableSetFalse { variable: RandomAccessBool (0x6c) }
    2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
    3. AsyncWait(6.0)
    4. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
    5. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
      1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
      2. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(61)))
      3. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 3, set_id: 0, damage: Variable(RandomAccessInt(Address(8))), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
      4. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 2, set_id: 0, damage: Variable(RandomAccessInt(Address(8))), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 55, size: 4.0, x_offset: 0.0, y_offset: 4.7, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
      5. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 1, set_id: 0, damage: Variable(RandomAccessInt(Address(8))), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 50, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
      6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Variable(RandomAccessInt(Address(8))), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 45, size: 3.7, x_offset: 0.0, y_offset: 3.76, z_offset: 1.88, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
    6. else
      1. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 3, set_id: 0, damage: Variable(RandomAccessInt(Address(8))), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 9.0, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
      2. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 2, set_id: 0, damage: Variable(RandomAccessInt(Address(8))), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 55, size: 4.0, x_offset: 0.0, y_offset: 4.7, 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: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
      3. CreateHitBox(HitBoxArguments { bone_index: 57, hitbox_id: 1, set_id: 0, damage: Variable(RandomAccessInt(Address(8))), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 50, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
      4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Variable(RandomAccessInt(Address(8))), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 45, size: 3.7, x_offset: 0.0, y_offset: 3.76, z_offset: 1.88, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
    7. AsyncWait(8.0)
    8. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
    9. AsyncWait(9.0)
    10. DeleteAllHitBoxes
    11. AsyncWait(11.0)
    12. AsyncWait(39.0)
    13. AllowInterrupts

GFX

  1. Subroutine(0x28544)

SFX

  1. AsyncWait(6.0)
  2. SoundEffectStop(191)
  3. SoundEffect1(5136)
  4. 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 })

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 5 }
  4. AsyncWait(3.0)
  5. if ((LongtermAccessInt(CostumeID) GreaterThanOrEqual scalar(20)))
    1. IfStatementAnd ((LongtermAccessInt(CostumeID) LessThan scalar(30)))
    2. IfStatementOr ((LongtermAccessInt(CostumeID) Equal scalar(61)))
    3. SwordGlow(SwordGlow { color: 7, blur_length: 7, point1_bone: 58, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 58, point2_x_offset: 0.0, point2_y_offset: 10.25, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 75, bone_id: 58, 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: 0.0 })
  6. AsyncWait(6.0)
  7. Rumble { unk1: 18, unk2: 0 }
  8. AsyncWait(7.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 20 }
  10. AsyncWait(12.0)
  11. DeleteSwordGlow { fade_time: 1 }