P+ - Wario - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-14, 34-54
Auto Cancel Lag: 4
Landing Lag: 34
Landing Lag (L-Cancel): 17
Hitboxes active: 15-29
Hitbox set 0 hits: 15
Subaction Index: 0x66

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:15-29

Set ID Dmg BKB KBG Angle Effect Sound Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 10 43 127 270 Normal Kick false 1.17 6 7
0 1 10 59 106 270 Normal Kick false 1.17 6 7

Scripts

Main

  1. AsyncWait(14.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 270, wdsk: 0, kbg: 127, shield_damage: 0, bkb: 43, size: 5.7, x_offset: 0.0, y_offset: 2.75, z_offset: -0.5, tripping_rate: 0.0, hitlag_mult: 1.17, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Butt, clang: true, unk5: true, direct: false, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 270, wdsk: 0, kbg: 106, shield_damage: 0, bkb: 59, size: 5.7, x_offset: 0.0, y_offset: 2.75, z_offset: -0.5, tripping_rate: 0.0, hitlag_mult: 1.17, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Butt, clang: true, unk5: true, direct: false, unk6: 0 })
  5. DisableMovement(DisableHorizontal)
  6. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  7. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: -3.4, x_set: false, y_set: true })
  8. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  9. AsyncWait(25.0)
  10. AsyncWait(29.0)
  11. UnknownEvent { namespace: 0x11, code: 0x15, unk1: 0x0, arguments: [Value(9), Bool(true), Bool(true)] }
  12. DeleteAllHitBoxes
  13. AsyncWait(33.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. FrameSpeedModifier { multiplier: 0.35, unk: 0 }
  16. SetOrAddVelocity(SetOrAddVelocity { x_vel: 0.0, y_vel: -3.5, x_set: false, y_set: true })

GFX

  1. loop Infinite times:
    1. if (EnteringOrIsInHitLag)
      1. if ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(0)))
        1. if (ButtonHeld value(6))
          1. IfStatementOr (ButtonHeld value(7))
          2. IfStatementOr (ButtonHeld value(8))
          3. SoundEffect1(4874)
          4. ExternalGraphicEffect(ExternalGraphicEffect { file: 22, graphic: 3, bone: 400, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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: false })
      2. ChangeSubactionRestartFrame(AttackAirLwBounce)
    2. SyncWait(1.0)

SFX

  1. AsyncWait(12.0)
  2. SoundVoiceLow
  3. SoundEffect1(4787)
  4. SoundEffect1(4892)

Other

  1. RumbleLoop { unk1: 2, unk2: 35 }
  2. AsyncWait(11.0)
  3. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, x_offset: 0.0, y_offset: -1.0, z_offset: 6.0, x_rotation: 30.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.25, randomize: None, terminate_with_animation: true })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, bone: 0, x_offset: 0.0, y_offset: -1.0, z_offset: -6.0, x_rotation: -30.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.25, randomize: None, terminate_with_animation: true })
    3. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.2, 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 })
    4. SyncWait(2.0)
    5. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.4, 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. SyncWait(2.0)
  4. if (OnGround)
    1. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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 })
    2. SyncWait(2.0)
    3. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.2, 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 })
    4. SyncWait(2.0)