PM3.02 - R.O.B - Subaction - AttackAirB

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Stats

IASA: None
Auto Cancel Window: 26-40
Auto Cancel Lag: 4
Landing Lag: 25
Landing Lag (L-Cancel): 12
Hitboxes active: 11-18
Hitbox set 0 hits: 11
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.

Frames:11-13

Set ID Dmg BKB KBG Angle Effect Sound Direct Shield Dmg Shieldstun Hitlag Targets
0 0 13 30 96 35 Flame Burn false 6 7 7
0 1 13 30 96 35 Flame Burn false 6 7 7
0 2 13 30 96 35 Flame Burn false 6 7 7

Frames:14-18

Set ID Dmg BKB KBG Angle Effect Sound Direct Shield Dmg Shieldstun Hitlag Targets
0 1 13 30 96 35 Flame Burn false 6 7 7
0 2 13 30 96 35 Flame Burn false 6 7 7

Scripts

Main

  1. Subroutine(0x281b0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(10.0)
  4. FloatVariableSet { variable: LongtermAccessFloat (0x46), value: InternalConstantInt(VerticalCharacterVelocity) }
  5. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
  6. SetOrAddVelocity(SetOrAddVelocity { x_vel: 1.2, y_vel: 0.0, x_set: false, y_set: true })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 35, wdsk: 0, kbg: 96, shield_damage: 6, bkb: 30, size: 5.74, x_offset: 0.0, y_offset: 5.64, z_offset: -9.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 35, wdsk: 0, kbg: 96, shield_damage: 6, bkb: 30, size: 4.1, x_offset: 0.0, y_offset: 5.64, z_offset: -3.76, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 35, wdsk: 0, kbg: 96, shield_damage: 6, bkb: 30, size: 3.28, x_offset: 0.0, y_offset: 5.64, z_offset: 1.88, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
  10. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
    1. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 15 }
    2. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 15 }
    3. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 15 }
  11. else
    1. if ((InternalConstantInt(PreviousAction) Equal scalar(280)))
      1. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 15 }
      2. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 15 }
      3. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 15 }
  12. AsyncWait(13.0)
  13. DeleteHitBox(0)
  14. AsyncWait(18.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(25.0)
  17. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 3, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. AsyncWait(6.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 4, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  4. AsyncWait(9.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 5, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(10.0)
  2. SoundVoiceLow
  3. SoundEffect1(5939)
  4. Goto(0x9019c168)

Other

  1. AsyncWait(10.0)
  2. ScreenShake { magnitude: 0 }
  3. AsyncWait(11.0)
  4. Rumble { unk1: 13, unk2: 0 }