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

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Stats

IASA: None
Auto Cancel Window: 29-43
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 8-18
Hitbox set 0 hits: 8, 11, 15
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.

Frames:8-10

Set ID Dmg BKB KBG Angle Effect Sound Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 6 12 174 361 Electric Shock false 0.75 4 3
0 1 7 12 174 361 Electric Shock false 0.75 5 3

Frames:11-14

Set ID Dmg BKB KBG Angle Effect Sound Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 6 12 166 50 Electric Shock false 0.75 4 3
0 1 7 12 166 50 Electric Shock false 0.75 5 3

Frames:15-18

Set ID Dmg BKB KBG Angle Effect Sound Direct Hitlag Mult Shieldstun Hitlag Targets
0 0 6 12 158 361 Electric Shock false 0.75 4 3
0 1 7 12 158 361 Electric Shock false 0.75 5 3

Scripts

Main

  1. Subroutine(0x281b0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(7.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 87, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 174, shield_damage: 0, bkb: 12, size: 5.6, x_offset: 1.0, y_offset: 5.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: false, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 174, shield_damage: 0, bkb: 12, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: false, unk6: 0 })
  6. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
    1. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 8 }
    2. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 9 }
  7. else
    1. if ((InternalConstantInt(PreviousAction) Equal scalar(280)))
      1. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 8 }
      2. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 9 }
  8. AsyncWait(10.0)
  9. DeleteAllHitBoxes
  10. CreateHitBox(HitBoxArguments { bone_index: 87, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 50, wdsk: 0, kbg: 166, shield_damage: 0, bkb: 12, size: 5.6, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: false, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 50, wdsk: 0, kbg: 166, shield_damage: 0, bkb: 12, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: false, unk6: 0 })
  12. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
    1. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 8 }
    2. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 9 }
  13. else
    1. if ((InternalConstantInt(PreviousAction) Equal scalar(280)))
      1. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 8 }
      2. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 9 }
  14. AsyncWait(14.0)
  15. DeleteAllHitBoxes
  16. CreateHitBox(HitBoxArguments { bone_index: 87, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 158, shield_damage: 0, bkb: 12, size: 5.6, x_offset: 1.0, y_offset: 5.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: false, unk6: 0 })
  17. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 158, shield_damage: 0, bkb: 12, size: 5.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.75, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Energy, clang: true, unk5: true, direct: false, unk6: 0 })
  18. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
    1. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 8 }
    2. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 9 }
  19. else
    1. if ((InternalConstantInt(PreviousAction) Equal scalar(280)))
      1. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 8 }
      2. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 9 }
  20. AsyncWait(18.0)
  21. DeleteAllHitBoxes
  22. AsyncWait(28.0)
  23. 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. 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 })
  3. AsyncWait(7.0)
  4. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 8, bone: 81, x_offset: 4.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    2. SyncWait(1.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 9, bone: 81, x_offset: 4.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, 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 })
    4. SyncWait(1.0)

SFX

  1. AsyncWait(7.0)
  2. SoundVoiceLow
  3. SoundEffect1(5942)
  4. Goto(0x9019c168)

Other

  1. AsyncWait(7.0)
  2. Rumble { unk1: 13, unk2: 0 }