PM3.02 - Lucario - Subaction - Attack12

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Stats

IASA: 23
Hitboxes active: 8-9
Hitbox set 0 hits: 8
Subaction Index: 0x49

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:8-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 2 30 0 100 60 Aura Aura 0.7 2 2
0 1 2 36 0 100 50 Aura Aura 0.7 2 2
0 2 2 46 0 100 30 Aura Aura 0.7 2 2

Scripts

Main

  1. ChangeHurtBoxStateAll { state: Normal }
  2. AsyncWait(1.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  4. BoolVariableSetFalse { variable: RandomAccessBool (0x20) }
  5. BoolVariableSetFalse { variable: RandomAccessBool (0x21) }
  6. AsyncWait(7.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 60, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: -3.5, y_offset: -0.25, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 0, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 50, wdsk: 36, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 1.25, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 0, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 30, wdsk: 46, kbg: 100, shield_damage: 0, bkb: 0, size: 2.5, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 0, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(9.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(10.0)
  13. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  14. AsyncWait(22.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. AsyncWait(7.0)
  3. SoundEffect1(5832)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 8.0, z_offset: 10.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, 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 })
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 2, bone: 29, 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: 0.9, randomize: None, terminate_with_animation: true })
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 3, bone: 49, 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: 0.9, randomize: None, terminate_with_animation: true })
  7. Subroutine(0x9019e5a8)
  8. Subroutine(0x9019e518)
  9. Subroutine(0x9019e6a8)
  10. Subroutine(0x23a68)

SFX

  1. AsyncWait(1.0)
  2. Subroutine(0x9019d080)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 16, unk2: 0 }