P+ - Mario - Subaction - AttackAirN

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Stats

IASA: None
Auto Cancel Window: 1-2, 36-46
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 3-30
Hitbox set 0 hits: 3
Subaction Index: 0x62

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:3-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 20 100 361 Normal Kick 7 6
0 1 12 20 100 361 Normal Kick 7 6

Frames:7-30

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 20 100 361 Normal Kick 6 5
0 1 9 20 100 361 Normal Kick 6 5

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.1, x_offset: 0.0, y_offset: 0.86, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.1, x_offset: 0.0, y_offset: -0.86, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(6.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 2.73, x_offset: 0.0, y_offset: 0.86, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 2.73, x_offset: 0.0, y_offset: -0.86, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(30.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(35.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(2.0)
    2. SoundEffect1(54)

    Other

    1. AsyncWait(3.0)
    2. Rumble { unk1: 17, unk2: 0 }