P+ - R.O.B - Subaction - AttackAirF

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Stats

IASA: None
Auto Cancel Window: 25-32
Auto Cancel Lag: 4
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 7-17
Hitbox set 0 hits: 7
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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 40 90 50 Normal Kick 6 6
0 1 10 40 90 50 Normal Kick 6 6
0 2 10 40 90 50 Normal Kick 6 6

Frames:9-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 30 60 361 Normal Kick 4 4
0 1 6 30 60 361 Normal Kick 4 4
0 2 6 30 60 361 Normal Kick 4 4

Scripts

Main

  1. Subroutine(0x133b8)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(6.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 50, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 5.74, x_offset: 0.0, y_offset: 0.0, z_offset: 9.4, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 50, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 4.1, x_offset: -1.41, y_offset: 0.0, z_offset: 4.7, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 50, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 3.28, x_offset: -2.82, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
    1. IfStatementOr ((InternalConstantInt(PreviousAction) Equal scalar(280)))
    2. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 12 }
    3. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 12 }
    4. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 12 }
  8. AsyncWait(8.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 30, size: 4.92, x_offset: 0.0, y_offset: 0.0, z_offset: 9.4, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 30, size: 4.1, x_offset: -1.41, y_offset: 0.0, z_offset: 4.7, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 30, size: 3.28, x_offset: -2.82, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  12. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
    1. IfStatementOr ((InternalConstantInt(PreviousAction) Equal scalar(280)))
    2. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 8 }
    3. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 8 }
    4. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 8 }
  13. AsyncWait(17.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(24.0)
  16. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(6.0)
    2. SoundVoiceLow
    3. SoundEffect1(6031)

    Other

    1. AsyncWait(6.0)
    2. Rumble { unk1: 13, unk2: 0 }