P+ - Yoshi - Subaction - AttackAirLw

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Stats

IASA: 53
Auto Cancel Window: 1-13, 50-60
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42
Hitbox set 0 hits: 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42
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.

Frame:16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 90 270 Normal Kick 3 3
0 1 3 5 90 270 Normal Kick 3 3

Frame:18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 102 270 Normal Kick 3 3
0 1 3 5 102 270 Normal Kick 3 3

Frame:20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 90 270 Normal Kick 3 3
0 1 3 5 90 270 Normal Kick 3 3

Frame:22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 102 270 Normal Kick 3 3
0 1 3 5 102 270 Normal Kick 3 3

Frame:24

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 90 270 Normal Kick 3 3
0 1 3 5 90 270 Normal Kick 3 3

Frame:26

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 102 270 Normal Kick 3 3
0 1 3 5 102 270 Normal Kick 3 3

Frame:28

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 90 270 Normal Kick 3 3
0 1 3 5 90 270 Normal Kick 3 3

Frame:30

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 5 102 270 Normal Kick 2 3
0 1 2 5 102 270 Normal Kick 2 3

Frame:32

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 90 270 Normal Kick 3 3
0 1 3 5 90 270 Normal Kick 3 3

Frame:34

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 5 102 270 Normal Kick 2 3
0 1 2 5 102 270 Normal Kick 2 3

Frame:36

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 90 270 Normal Kick 3 3
0 1 3 5 90 270 Normal Kick 3 3

Frame:38

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 5 102 270 Normal Kick 2 3
0 1 2 5 102 270 Normal Kick 2 3

Frame:40

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 90 270 Normal Kick 3 3
0 1 3 5 90 270 Normal Kick 3 3

Frame:42

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 2 5 102 270 Normal Kick 2 3
0 1 2 5 102 270 Normal Kick 2 3

Scripts

Main

  1. AsyncWait(13.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(15.0)
  4. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 4.0, y_offset: -0.5, 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: 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: 11, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: 0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(1.0)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
    6. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: -0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    7. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: 0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    8. SyncWait(1.0)
    9. DeleteAllHitBoxes
    10. SyncWait(1.0)
  5. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: -0.5, 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: 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: 11, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: 0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(1.0)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
    6. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: -0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    7. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: 0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    8. SyncWait(1.0)
    9. DeleteAllHitBoxes
    10. SyncWait(1.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(49.0)
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  9. AsyncWait(52.0)
  10. AllowInterrupts

GFX

    SFX

    1. SoundEffectStop(1169)
    2. AsyncWait(15.0)
    3. RumbleLoop { unk1: 2, unk2: 33 }
    4. loop 7 times:
      1. SoundEffect1(3011)
      2. SyncWait(4.0)

    Other

    1. Subroutine(0x2501c)