P+ - Luigi - Subaction - Attack12

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 |

Stats

IASA: 19
Hitboxes active: 3-4
Hitbox set 0 hits: 3
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:3-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 20 0 100 83 Normal Punch 2 3
0 1 2 20 0 100 83 Normal Punch 2 3
0 2 2 20 0 100 85 Normal Punch 2 3

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(2.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 83, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.52, x_offset: -2.93, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 83, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.34, x_offset: -1.46, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 85, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 2.73, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(4.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(6.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  11. AsyncWait(18.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(1.0)

SFX

  1. AsyncWait(2.0)
  2. SoundEffect1(8011)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 16, unk2: 0 }