PM3.02 - Ganondorf - Subaction - AttackAirLw

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Stats

IASA: 38
Auto Cancel Window: 1-3, 32-55
Auto Cancel Lag: 5
Landing Lag: 31
Landing Lag (L-Cancel): 15
Hitboxes active: 16-20
Hitbox set 0 hits: 16
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:16-20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 22 50 100 270 Electric Burn 11 10
0 1 22 50 100 270 Electric Burn 11 10
0 2 22 50 100 270 Electric Burn 11 10

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(15.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(22.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 6.64, x_offset: 1.69, y_offset: 5.91, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(22.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 5.86, x_offset: 1.69, y_offset: 4.64, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 2, set_id: 0, damage: Constant(22.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 5.47, x_offset: 0.0, y_offset: 1.69, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(5.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(31.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(37.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(13.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 69, 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: None, terminate_with_animation: true })
  3. Goto(0x9019c168)

SFX

  1. AsyncWait(1.0)
  2. loop 13 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: -2, 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: 0.51998335, randomize: None, terminate_with_animation: false })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: -2, 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: 0.45, randomize: None, terminate_with_animation: false })
    3. SyncWait(1.0)

Other

  1. AsyncWait(15.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. SoundEffect1(4772)
  4. FlashEffectLight { red: 100, green: 100, blue: 255, alpha: 200, light_source_x: 70.0, light_source_y: 90.0 }
  5. SyncWait(1.0)
  6. SetColorOfFlashEffectLight { transition_time: 2, red: 100, green: 100, blue: 255, alpha: 0 }
  7. SyncWait(3.0)
  8. RemoveFlashEffect