PM3.02 - Lucario - Subaction - AttackAirLw

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |

Stats

IASA: 29
Auto Cancel Window: 1, 25-32
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 4-5, 11-12
Hitbox set 0 hits: 4, 11
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:4-5

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 20 30 85 Aura Aura 5 5
0 1 8 20 30 80 Aura Aura 5 5

Frames:11-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 50 110 361 Aura Aura 5 5
0 1 8 50 110 361 Aura Aura 5 5

Scripts

Main

  1. Subroutine(0x29578)
  2. AsyncWait(1.0)
  3. ResetVerticalVelocityAndAcceleration(true)
  4. ResetVerticalVelocityAndAcceleration(false)
  5. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(0.4) }
  6. BoolVariableSetTrue { variable: RandomAccessBool(CharacterFloat) }
  7. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  8. AsyncWait(3.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool(CharacterFloat) }
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 85, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 20, size: 4.5, x_offset: 0.0, y_offset: -5.0, 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 })
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 80, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 20, size: 3.0, x_offset: 0.0, y_offset: 0.5, z_offset: -1.0, 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 })
  12. SyncWait(2.0)
  13. DeleteAllHitBoxes
  14. SoundEffect1(5831)
  15. AsyncWait(10.0)
  16. ChangeHurtBoxStateAll { state: Normal }
  17. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 4, bone: 0, x_offset: 0.0, y_offset: -5.0, z_offset: 1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 75.0, scale: 1.1, 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 })
  18. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 50, size: 5.0, x_offset: 0.0, y_offset: -5.0, z_offset: 1.0, 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 })
  19. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 50, size: 3.5, 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: 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 })
  20. SyncWait(2.0)
  21. DeleteAllHitBoxes
  22. AsyncWait(24.0)
  23. DisableMovement2(DisableHorizontal)
  24. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  25. AsyncWait(28.0)
  26. Subroutine(0x28a40)

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 4, bone: 0, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 80.0, 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(3.0)
  3. SoundEffect1(5831)
  4. Goto(0x9019c168)

Other

  1. AsyncWait(3.0)
  2. Rumble { unk1: 16, unk2: 0 }
  3. AsyncWait(10.0)
  4. Rumble { unk1: 16, unk2: 0 }