PM3.02 - Ness - Subaction - AttackAirF

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Stats

IASA: 40
Auto Cancel Window: 1-7, 30-50
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 8-21
Hitbox set 0 hits: 8, 11, 14, 17, 20
Subaction Index: 0x63

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:8-19

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 3 16 100 361 Electric MagicZap false 0.7 0.8 1 3 2

Frames:20-21

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 3 24 108 361 Electric MagicZap 1.1 1 3 4

Scripts

Main

  1. AsyncWait(7.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 16, size: 6.64, x_offset: 0.0, y_offset: 4.6588, z_offset: 9.38, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.8, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: true, direct: true, unk6: 0 })
    2. SyncWait(3.0)
    3. DeleteAllHitBoxes
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 108, shield_damage: 1, bkb: 24, size: 6.64, x_offset: 0.0, y_offset: 4.6588, z_offset: 9.38, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(29.0)
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  9. AsyncWait(39.0)
  10. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(54)
  3. SoundEffect1(3662)

Other

  1. Subroutine(0x22914)
  2. AsyncWait(7.0)
  3. RumbleLoop { unk1: 2, unk2: 18 }
  4. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 0, x_offset: 9.6, y_offset: 4.8, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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: true })
    2. SyncWait(3.0)