PM3.02 - Lucas - Subaction - AttackAirB

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Stats

IASA: 39
Auto Cancel Window: 1-2, 36-50
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 12-16
Hitbox set 0 hits: 12
Subaction Index: 0x64

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:12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 20 100 361 Normal Kick 8 7
0 1 15 20 100 361 Electric Unknown(128) 8 7

Frames:13-16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 20 100 361 Normal Kick 8 7
0 1 15 20 100 361 Electric Unknown(128) 8 7
0 2 15 10 80 300 Normal Kick 8 7
0 3 15 10 80 310 Electric Unknown(128) 8 7

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(11.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 2.5, x_offset: 0.0, y_offset: 7.5, z_offset: -2.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  6. AsyncWait(12.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 2.5, x_offset: 0.0, y_offset: 8.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(128), unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 300, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 10, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 14, hitbox_id: 3, set_id: 0, damage: Constant(15.0), trajectory: 310, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 10, size: 2.5, x_offset: 0.0, y_offset: 8.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Unknown(128), unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: true, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  11. AsyncWait(16.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(35.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(38.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(11.0)
  2. Goto(0x9019c168)

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(2085)
  3. AsyncWait(11.0)
  4. SoundEffect1(55)
  5. SoundEffect1(5131)
  6. Rumble { unk1: 12, unk2: 0 }
  7. loop 6 times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(3)))
      2. SoundEffect1(169)
      3. SoundEffect1(5148)
    2. SyncWait(1.0)

Other

  1. Subroutine(0x2342c)
  2. AsyncWait(10.0)
  3. SwordGlow(SwordGlow { color: 7, blur_length: 3, point1_bone: 14, point1_x_offset: 0.0, point1_y_offset: 3.0, point1_z_offset: 0.0, point2_bone: 14, point2_x_offset: 0.0, point2_y_offset: 4.5, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 0, bone_id: 14, x_offset: 0.0, y_offset: 1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 6.0 })
  4. AsyncWait(11.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 64, 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: false })
  6. AsyncWait(17.0)
  7. DeleteSwordGlow { fade_time: 0 }