P+ - Peach - Subaction - AttackAirF

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Stats

IASA: None
Auto Cancel Window: 1-15, 39-52
Auto Cancel Lag: 4
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 16-20
Hitbox set 0 hits: 16
Subaction Index: 0x63

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:16-20

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 15 60 70 361 Normal Unknown(96) 1 8 7
0 1 15 60 70 361 Normal Unknown(96) 1 8 7
0 2 16 60 70 361 Unknown(13) Unknown(96) 1.1 9 9

Scripts

Main

  1. AsyncWait(15.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. IntVariableSet { variable: RandomAccessInt (0x8), value: 61 }
  4. if ((LongtermAccessInt(CostumeID) NotEqual scalar(61)))
    1. IntVariableSet { variable: RandomAccessInt (0x9), value: 59 }
    2. IntVariableSet { variable: RandomAccessInt (0xa), value: 3871 }
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 61, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 3.13, 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: Unknown(96), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 60, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 3.13, 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: Unknown(96), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 74, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 60, size: 3.13, x_offset: 0.0, y_offset: 0.0, z_offset: 0.5, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Unknown(13), unk1: false, sound_level: 3, unk2: false, sound: Unknown(96), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  8. AsyncWait(20.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(38.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  12. AsyncWait(46.0)
  13. Subroutine(0x207f4)

GFX

    SFX

    1. AsyncWait(15.0)
    2. Subroutine(0x1f26c)
    3. SoundEffect1(57)

    Other

    1. AsyncWait(3.0)
    2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
    3. AsyncWait(16.0)
    4. if ((LongtermAccessInt(CostumeID) NotEqual scalar(61)))
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 12.0, y_offset: 7.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, 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: true })
    5. else
      1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: 12.0, y_offset: 7.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.35, 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: true })
    6. Rumble { unk1: 18, unk2: 0 }
    7. AsyncWait(44.0)
    8. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }