PM3.02 - Lucas - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-3, 30-40
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 4-6, 11-13, 19-21
Hitbox set 0 hits: 4, 11, 19
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:4-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 5 0 50 35 270 Normal Kick 0.75 0.6 4 3
0 1 5 0 50 35 270 Normal Kick 0.75 0.6 4 3
0 2 5 30 0 100 365 Normal Kick 0.75 0.8 4 3
0 3 5 30 0 100 365 Normal Kick 0.75 0.8 4 3

Frames:11-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 5 0 50 35 270 Normal Kick 0.75 0.6 4 3
0 1 5 0 50 35 270 Normal Kick 0.75 0.6 4 3
0 2 5 30 0 100 365 Normal Kick 0.75 0.8 4 3
0 3 5 30 0 100 365 Normal Kick 0.75 0.8 4 3

Frames:19-21

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 35 150 270 Electric Kick 4 4
0 1 5 35 150 270 Electric Kick 4 4

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 270, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: -4.7, z_offset: 0.66, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 270, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 50, size: 5.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.66, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 365, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: -4.7, z_offset: 0.66, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 365, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.66, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. SyncWait(4.0)
  10. loop 1 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 270, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 50, size: 4.0, x_offset: 0.0, y_offset: -4.7, z_offset: 0.66, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 270, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 50, size: 5.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.66, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.6, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 365, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: -4.7, z_offset: 0.66, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 365, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, size: 5.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.66, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 0.8, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(3.0)
    6. DeleteAllHitBoxes
    7. SyncWait(5.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 270, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 35, size: 4.5, x_offset: 0.0, y_offset: -4.1, z_offset: 0.66, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 270, wdsk: 0, kbg: 150, shield_damage: 0, bkb: 35, size: 5.5, x_offset: 0.0, y_offset: 2.0, z_offset: 0.66, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  13. SyncWait(3.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(29.0)
  16. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  17. AsyncWait(45.0)
  18. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 16, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 0.45, randomize: None, terminate_with_animation: false })
  3. Goto(0x9019c168)

SFX

  1. SyncWait(3.0)
  2. SoundEffect1(55)
  3. SoundEffect1(5131)
  4. Rumble { unk1: 18, unk2: 0 }
  5. AsyncWait(10.0)
  6. SoundEffect1(55)
  7. SoundEffect1(5131)
  8. AsyncWait(18.0)
  9. SoundEffect1(55)
  10. SoundEffect1(5131)

Other

  1. Subroutine(0x2342c)
  2. AsyncWait(10.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 9, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 0.52498335, randomize: None, terminate_with_animation: false })
  4. Rumble { unk1: 18, unk2: 0 }
  5. AsyncWait(18.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 16, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 0.65, randomize: None, terminate_with_animation: false })
  7. Rumble { unk1: 18, unk2: 0 }
  8. AsyncWait(24.0)
  9. AsyncWait(26.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 0, x_offset: 0.5, y_offset: -2.5, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 0.0, randomize: None, terminate_with_animation: false })