PM3.02 - Yoshi - Subaction - AttackAirLw

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 |

Stats

IASA: 53
Auto Cancel Window: 1-13, 50-60
Auto Cancel Lag: 4
Landing Lag: 23
Landing Lag (L-Cancel): 11
Hitboxes active: 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42
Hitbox set 0 hits: 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42
Subaction Index: 0x66

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:16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 5 90 270 Normal Kick 3 4
0 1 4 5 90 270 Normal Kick 3 4

Frame:18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 102 270 Normal Kick 3 3
0 1 3 5 102 270 Normal Kick 3 3

Frame:20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 5 90 270 Normal Kick 3 4
0 1 4 5 90 270 Normal Kick 3 4

Frame:22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 102 270 Normal Kick 3 3
0 1 3 5 102 270 Normal Kick 3 3

Frame:24

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 5 90 270 Normal Kick 3 4
0 1 4 5 90 270 Normal Kick 3 4

Frame:26

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 102 270 Normal Kick 3 3
0 1 3 5 102 270 Normal Kick 3 3

Frame:28

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 5 90 270 Normal Kick 3 4
0 1 4 5 90 270 Normal Kick 3 4

Frame:30

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 102 270 Normal Kick 3 3
0 1 3 5 102 270 Normal Kick 3 3

Frame:32

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 5 90 270 Normal Kick 3 4
0 1 4 5 90 270 Normal Kick 3 4

Frame:34

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 102 270 Normal Kick 3 3
0 1 3 5 102 270 Normal Kick 3 3

Frame:36

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 5 90 270 Normal Kick 3 4
0 1 4 5 90 270 Normal Kick 3 4

Frame:38

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 102 270 Normal Kick 3 3
0 1 3 5 102 270 Normal Kick 3 3

Frame:40

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 5 90 270 Normal Kick 3 4
0 1 4 5 90 270 Normal Kick 3 4

Frame:42

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 102 270 Normal Kick 3 3
0 1 3 5 102 270 Normal Kick 3 3

Scripts

Main

  1. AsyncWait(13.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(15.0)
  4. loop 7 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 270, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: -0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 270, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: 0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(1.0)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
    6. CreateHitBox(HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: -0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    7. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 102, shield_damage: 0, bkb: 5, size: 6.25, x_offset: 0.0, y_offset: 0.5, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    8. SyncWait(1.0)
    9. DeleteAllHitBoxes
    10. SyncWait(1.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(49.0)
  7. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  8. AsyncWait(52.0)
  9. AllowInterrupts

GFX

  1. Goto(0x9019c168)

SFX

  1. SoundEffectStop(1169)
  2. AsyncWait(15.0)
  3. loop 7 times:
    1. SoundEffect1(3011)
    2. SyncWait(4.0)

Other

  1. Subroutine(0x22a14)
  2. AsyncWait(15.0)
  3. RumbleLoop { unk1: 2, unk2: 33 }