PM3.02 - Mewtwo - Subaction - AttackAirHi

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Stats

IASA: 30
Auto Cancel Window: 1-3, 28-38
Auto Cancel Lag: 2
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 7-12
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.

Frame:7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 2 10 0 100 55 Normal Punch 6 6

Frames:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 0 100 55 Normal Punch 8 7
0 1 12 0 100 55 Normal Punch 7 6
0 2 10 0 100 55 Normal Punch 6 6

Frames:10-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 0 100 65 Normal Punch 6 6
0 1 9 0 100 65 Normal Punch 6 5
0 2 7 0 100 65 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(6.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 5.08, 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: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(7.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 67, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 5.08, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.56, x_offset: 1.0, y_offset: -3.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(2.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 3.75, x_offset: 1.0, y_offset: -3.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 67, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  12. SyncWait(3.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(27.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  16. AsyncWait(29.0)
  17. AllowInterrupts
  18. Subroutine(0x25a64)

GFX

  1. DisableInterruptGroup(AirDodge)
  2. Goto(0x9019c168)

SFX

  1. Subroutine(0x29878)
  2. AsyncWait(5.0)
  3. SoundEffect1(9714)

Other

  1. AsyncWait(9.0)
  2. Rumble { unk1: 17, unk2: 0 }