P+ - Samus - Subaction - AttackAirHi

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Stats

IASA: 39
Auto Cancel Window: 1-4, 34-54
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 5-6, 8-9, 11-12, 14-15, 17-18, 20-21
Hitbox set 0 hits: 5, 8, 11, 14, 17, 20
Subaction Index: 0x65

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:5-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 30 0 100 90 Normal Kick 3 3
0 1 3 30 0 100 90 Normal Kick 3 3
0 2 3 0 0 130 361 Normal Kick 3 3

Frames:8-9

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

Frames:11-12

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

Frames:14-15

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

Frames:17-18

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

Frames:20-21

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 40 120 361 Normal Kick 3 4
0 1 4 40 120 361 Normal Kick 3 4
0 2 4 40 120 361 Normal Kick 3 4

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 90, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 5.32, x_offset: 1.32, y_offset: -1.46, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 90, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 6.25, x_offset: 0.88, y_offset: 2.93, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 0, size: 4.69, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. SyncWait(1.0)
  9. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 80, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 5.32, x_offset: 1.32, y_offset: -1.46, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 80, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 6.25, x_offset: 0.88, y_offset: 2.93, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 80, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 0, size: 4.69, 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: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(2.0)
    5. DeleteAllHitBoxes
    6. SyncWait(1.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 4.82, x_offset: 1.32, y_offset: -1.46, 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 })
  11. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 5.86, x_offset: 0.88, y_offset: 1.76, 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 })
  12. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 4.3, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  13. SyncWait(2.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(33.0)
  16. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  17. AsyncWait(38.0)
  18. AllowInterrupts

GFX

    SFX

    1. AsyncWait(4.0)
    2. SoundVoiceLow
    3. SoundEffect1(2812)

    Other

    1. AsyncWait(5.0)
    2. RumbleLoop { unk1: 2, unk2: 20 }