P+ - Luigi - Subaction - AttackS4S

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Stats

IASA: 38
Hitboxes active: 8-9
Hitbox set 0 hits: 8
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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 13 20 135 55 Slash Paper 5 7 7
0 1 13 20 135 55 Slash Paper 5 7 7
0 2 13 20 135 55 Slash Paper 5 7 7

Scripts

Main

  1. AsyncWait(7.0)
  2. if (BoolIsTrue LongtermAccessBool (0x46))
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 55, wdsk: 0, kbg: 135, shield_damage: 5, bkb: 20, size: 3.13, x_offset: 0.0, y_offset: 7.32, z_offset: 17.82, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 55, wdsk: 0, kbg: 135, shield_damage: 5, bkb: 20, size: 3.52, x_offset: 0.0, y_offset: 7.08, z_offset: 11.72, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 55, wdsk: 0, kbg: 135, shield_damage: 5, bkb: 20, size: 1.95, x_offset: -2.9, 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: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. else
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 55, wdsk: 0, kbg: 135, shield_damage: 5, bkb: 20, size: 3.13, x_offset: 0.0, y_offset: 7.32, z_offset: 17.82, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 55, wdsk: 0, kbg: 135, shield_damage: 5, bkb: 20, size: 3.52, x_offset: 0.0, y_offset: 7.08, z_offset: 11.72, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 55, wdsk: 0, kbg: 135, shield_damage: 5, bkb: 20, size: 1.95, x_offset: -2.9, 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: Paper, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(2.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(37.0)
  7. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  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. if (BoolIsTrue LongtermAccessBool (0x46))
    1. FlashEffectLight { red: 255, green: 60, blue: 255, alpha: 125, light_source_x: 75.0, light_source_y: 0.0 }
    2. loop 2 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 34, 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: 1.0, randomize: None, terminate_with_animation: false })
      2. SyncWait(2.0)
    3. SetColorOfFlashEffectLight { transition_time: 20, red: 255, green: 60, blue: 255, alpha: 0 }
    4. loop 10 times:
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 34, 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: 0.6, randomize: Some(ExternalGraphicEffectRandomize { 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 })
      2. SyncWait(2.0)
    5. RemoveFlashEffect

SFX

  1. SoundEffectStop(105)
  2. AsyncWait(1.0)
  3. SyncWait(1.0)
  4. if (BoolIsTrue LongtermAccessBool (0x46))
    1. SoundEffect1(1268)
    2. SoundEffect1(1268)
    3. SyncWait(5.0)
    4. SoundEffect1(168)
    5. SoundEffect1(8009)
    6. SoundEffect1(8029)
  5. else
    1. Subroutine(0x20640)
    2. SyncWait(5.0)
    3. SoundEffect1(168)
    4. SoundEffect1(8009)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 13, unk2: 0 }