P+ - Luigi - Subaction - AttackDash

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Stats

IASA: None
Hitboxes active: 4, 10, 16, 22, 29, 37, 48-50
Hitbox set 0 hits: 4, 10, 16, 22, 29, 37, 48
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.

Frame:4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 3 32 10 60 363 Normal Unknown(136) AD 0.75 0.6 3 3 2
0 1 3 50 10 60 30 Normal Unknown(136) AD 0.75 0.6 3 3 2

Frame:10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 3 32 10 60 363 Normal Unknown(136) AD 0.75 0.6 3 3 2
0 1 3 50 10 60 30 Normal Unknown(136) AD 0.75 0.6 3 3 2

Frame:16

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 3 32 10 60 363 Normal Unknown(136) AD 0.75 0.6 3 3 2
0 1 3 50 10 60 30 Normal Unknown(136) AD 0.75 0.6 3 3 2

Frame:22

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 3 32 10 60 363 Normal Unknown(136) AD 0.75 0.6 3 3 2
0 1 3 50 10 60 30 Normal Unknown(136) AD 0.75 0.6 3 3 2

Frame:29

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 3 32 10 60 363 Normal Unknown(136) AD 0.75 0.6 3 3 2
0 1 3 50 10 60 30 Normal Unknown(136) AD 0.75 0.6 3 3 2

Frame:37

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 3 32 10 60 363 Normal Unknown(136) AD 0.75 0.6 3 3 2
0 1 3 50 10 60 30 Normal Unknown(136) AD 0.75 0.6 3 3 2

Frames:48-50

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shield Dmg Shieldstun Hitlag Targets
0 0 3 48 96 361 Normal Unknown(136) AD 5 3 3
0 1 3 48 96 361 Normal Unknown(136) AD 5 3 3
0 2 3 48 96 361 Normal Unknown(136) AD 5 3 3

Scripts

Main

  1. AsyncWait(3.0)
  2. Subroutine(0x10e98)
  3. AsyncWait(9.0)
  4. Subroutine(0x10e98)
  5. AsyncWait(15.0)
  6. Subroutine(0x10e98)
  7. AsyncWait(21.0)
  8. Subroutine(0x10e98)
  9. AsyncWait(28.0)
  10. Subroutine(0x10e98)
  11. AsyncWait(36.0)
  12. Subroutine(0x10e98)
  13. AsyncWait(47.0)
  14. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 96, shield_damage: 5, bkb: 48, size: 5.0, x_offset: 0.0, y_offset: 8.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(136), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, 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 })
  15. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 96, shield_damage: 5, bkb: 48, size: 3.0, x_offset: 0.0, y_offset: 8.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Unknown(136), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, 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 })
  16. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 96, shield_damage: 5, bkb: 48, size: 3.0, x_offset: 0.0, y_offset: 8.0, 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: Unknown(136), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, 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 })
  17. SyncWait(3.0)
  18. DeleteAllHitBoxes

GFX

  1. loop 9 times:
    1. SyncWait(5.0)
    2. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: -5.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, random_x_offset: 4.0, random_y_offset: 0.0, random_z_offset: 10.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0, terminate_with_animation: false })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(1273)
  3. SoundEffect1(3400)
  4. SyncWait(6.0)
  5. SoundEffect1(3400)
  6. SyncWait(6.0)
  7. SoundEffect1(3400)
  8. SyncWait(6.0)
  9. SoundEffect1(3400)
  10. SyncWait(7.0)
  11. SoundEffect1(3400)
  12. SyncWait(8.0)
  13. SoundEffect1(3400)
  14. SyncWait(11.0)
  15. SoundEffect1(3400)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
  4. AsyncWait(2.0)
  5. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }
  6. AsyncWait(4.0)
  7. Rumble { unk1: 0, unk2: 0 }
  8. AsyncWait(10.0)
  9. Rumble { unk1: 0, unk2: 0 }
  10. AsyncWait(16.0)
  11. Rumble { unk1: 0, unk2: 0 }
  12. AsyncWait(22.0)
  13. Rumble { unk1: 0, unk2: 0 }
  14. AsyncWait(29.0)
  15. Rumble { unk1: 0, unk2: 0 }
  16. AsyncWait(37.0)
  17. Rumble { unk1: 0, unk2: 0 }
  18. AsyncWait(47.0)
  19. Rumble { unk1: 16, unk2: 0 }
  20. AsyncWait(55.0)
  21. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  22. UnknownEvent { namespace: 0xb, code: 0x3, unk1: 0x0, arguments: [Value(0)] }
  23. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 6 }