P+ - Olimar - Subaction - AttackAirN

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Stats

IASA: None
Auto Cancel Window: 1-2, 32-40
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 3-4, 6-7, 9-10, 12-13, 15-17
Hitbox set 0 hits: 3, 6, 9, 12, 15
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:3-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 0 40 30 90 Normal Kick 2 3
0 1 2 0 30 30 130 Normal Kick 2 3
0 2 2 0 30 80 130 Normal Kick 2 3
0 3 2 7 30 100 270 Normal Kick 2 3

Frames:6-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 0 40 30 90 Normal Kick 2 3
0 1 2 0 30 30 130 Normal Kick 2 3
0 2 2 0 30 80 130 Normal Kick 2 3
0 3 2 7 30 100 270 Normal Kick 2 3

Frames:9-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 0 40 30 90 Normal Kick 2 3
0 1 2 0 30 30 130 Normal Kick 2 3
0 2 2 0 30 80 130 Normal Kick 2 3
0 3 2 7 30 100 270 Normal Kick 2 3

Frames:12-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 0 40 30 90 Normal Kick 2 3
0 1 2 0 30 30 130 Normal Kick 2 3
0 2 2 0 30 80 130 Normal Kick 2 3
0 3 2 7 30 100 270 Normal Kick 2 3

Frames:15-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 50 150 70 Normal Kick 2 3
0 1 2 50 150 70 Normal Kick 2 3
0 2 2 50 150 70 Normal Kick 2 3
0 3 2 50 150 70 Normal Kick 2 3

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(2.0)
  4. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 40, size: 3.69, x_offset: 0.0, y_offset: 2.82, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 130, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 30, size: 1.87, x_offset: 0.0, y_offset: 6.58, z_offset: -3.7, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 130, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 1.87, x_offset: 0.0, y_offset: 6.58, z_offset: 3.7, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 7, kbg: 100, shield_damage: 0, bkb: 30, size: 3.69, x_offset: 0.0, y_offset: 9.4, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
    7. SyncWait(1.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 70, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 50, size: 4.51, x_offset: 0.0, y_offset: 2.82, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 70, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 50, size: 2.69, x_offset: 0.0, y_offset: 6.58, z_offset: -3.7, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 70, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 50, size: 2.69, x_offset: 0.0, y_offset: 6.58, z_offset: 3.7, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 1, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 70, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 50, size: 4.51, x_offset: 0.0, y_offset: 9.4, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(3.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(31.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(2.0)
    2. SoundEffect1(109)
    3. SyncWait(1.0)
    4. SoundEffect1(112)
    5. SyncWait(6.0)
    6. SoundEffect1(109)
    7. SyncWait(1.0)
    8. SoundEffect1(112)
    9. SyncWait(6.0)
    10. SoundEffect1(109)
    11. SyncWait(1.0)
    12. SoundEffect1(112)

    Other

    1. AsyncWait(2.0)
    2. Rumble { unk1: 17, unk2: 0 }