PM3.02 - Lucario - Subaction - AttackAirHi

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Stats

IASA: 29
Auto Cancel Window: 1-4, 23-36
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 7-10
Hitbox set 0 hits: 7
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:7-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 30 80 80 Aura Aura 6 6
0 1 11 30 80 80 Aura Aura 6 6
0 2 12 40 100 90 Aura Aura 7 6

Scripts

Main

  1. Subroutine(0x29578)
  2. AsyncWait(4.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(6.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 2.5, x_offset: 0.0, y_offset: -2.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 2.75, x_offset: 0.0, y_offset: -0.25, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 3.75, x_offset: 0.0, y_offset: -4.5, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(10.0)
  9. ChangeHurtBoxStateAll { state: Normal }
  10. DeleteAllHitBoxes
  11. AsyncWait(22.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. AsyncWait(28.0)
  14. Subroutine(0x28a40)

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 16.5, z_offset: 0.5, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -90.0, scale: 0.9, 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 })
  3. 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 })
  4. 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 })
  5. Subroutine(0x9019e6a8)
  6. Subroutine(0x23a68)

SFX

  1. Subroutine(0x252f8)
  2. AsyncWait(6.0)
  3. SoundEffect1(5831)
  4. Goto(0x9019c168)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 17, unk2: 0 }