P+ - Luigi - Subaction - AttackAirLw

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Stats

IASA: 29
Auto Cancel Window: 1-5, 24-33
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 10-14
Hitbox set 0 hits: 10
Subaction Index: 0x66

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:10-14

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 16 20 100 361 Normal Kick 4 9 8
0 1 16 20 100 361 Normal Kick 4 9 8
0 2 16 20 100 270 Normal Kick 4 9 8

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(9.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 20, 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: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 20, size: 4.69, x_offset: 0.0, y_offset: 4.88, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 20, size: 4.69, x_offset: 0.0, y_offset: 1.95, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(14.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(23.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(28.0)
  12. AllowInterrupts

GFX

    SFX

    1. AsyncWait(9.0)
    2. SoundEffect1(3384)
    3. SoundEffect1(110)
    4. SyncWait(8.0)
    5. SoundEffect1(3384)
    6. SoundEffect1(110)

    Other

    1. AsyncWait(9.0)
    2. Rumble { unk1: 18, unk2: 0 }
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 8, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.6, randomize: None, terminate_with_animation: true })
    4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 8, x_offset: 0.0, y_offset: -6.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 0.5, randomize: None, terminate_with_animation: true })