PM3.02 - Luigi - Subaction - AttackLw4

| 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 | 33 | 34 | 35 | 36 |

Stats

IASA: 36
Hitboxes active: 3-4, 12-13
Hitbox set 0 hits: 3, 12
Subaction Index: 0x60

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:3-4

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 17 40 80 90 Normal Kick 9 8
0 1 17 40 80 90 Normal Kick 9 8

Frames:12-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 17 40 80 90 Normal Kick 9 8
0 1 17 40 80 90 Normal Kick 9 8

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 3.91, x_offset: 0.0, y_offset: 4.39, z_offset: 14.65, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 3.13, x_offset: 0.0, y_offset: 4.39, z_offset: 8.3, 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 })
  4. SyncWait(2.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(11.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 3.91, x_offset: 0.0, y_offset: 4.39, z_offset: -13.18, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 3.13, x_offset: 0.0, y_offset: 4.39, z_offset: -7.32, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(2.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(35.0)
  12. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 15, bone: 0, 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: 1.2, 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: true })

SFX

  1. SoundEffectStop(105)
  2. Subroutine(0x20640)
  3. SyncWait(2.0)
  4. SoundEffect1(168)
  5. SoundEffect1(8009)
  6. SyncWait(9.0)
  7. SoundEffect1(168)
  8. SoundEffect1(8008)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  2. AsyncWait(2.0)
  3. Rumble { unk1: 19, unk2: 0 }
  4. AsyncWait(11.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 9 }