PM3.02 - Wario-Man - Subaction - AttackAirN

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Stats

IASA: 22
Auto Cancel Window: 1-3, 44-45
Auto Cancel Lag: 4
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 4-7, 11-38
Hitbox set 0 hits: 4, 11
Subaction Index: 0x62

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:4-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 30 90 361 Normal Punch 8 7
0 1 15 30 90 361 Normal Punch 8 7

Frames:11-38

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 20 100 361 Normal Punch 7 6

Scripts

Main

  1. AsyncWait(3.0)
  2. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(0.0), Scalar(2.5), Scalar(0.0), Value(1)] }
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 8.0, x_offset: 0.0, y_offset: 5.0, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 8.0, x_offset: 0.0, y_offset: 5.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(10.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 9.0, x_offset: 0.0, y_offset: 6.0, 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: None, clang: true, unk5: false, direct: true, unk6: 0 })
  10. AsyncWait(21.0)
  11. AllowInterrupts
  12. AsyncWait(38.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(43.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(1.0)
  2. SoundVoiceLow
  3. loop 3 times:
    1. SyncWait(2.0)
    2. SoundEffect1(110)
    3. SyncWait(5.0)
  4. SoundEffect1(116)

Other

  1. Rumble { unk1: 17, unk2: 0 }