PM3.6 - Game & Watch - Subaction - AttackAirB

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Stats

IASA: None
Auto Cancel Window: 1-9
Auto Cancel Lag: 4
Landing Lag: 20
Landing Lag (L-Cancel): 10
Hitboxes active: 10-22
Hitbox set 0 hits: 10, 13, 16, 19, 22
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:10-21

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 4 60 60 68 Slash Slash 1.2 3 5
0 1 4 60 60 68 Slash Slash 1.2 3 5

Frame:22

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 4 60 60 68 Slash Kick 2 0.8 3 8
0 1 4 60 60 68 Slash Kick 2 0.8 3 8

Scripts

Main

  1. IntVariableSet { variable: LongtermAccessInt (0x45), value: 5 }
  2. GenerateArticle { article_id: 6, subaction_only: true }
  3. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(9)] }
  4. AsyncWait(9.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  6. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 68, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 60, size: 3.91, x_offset: 0.0, y_offset: 2.99, z_offset: -15.94, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 68, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 60, size: 4.69, x_offset: 0.0, y_offset: 2.39, z_offset: -7.97, tripping_rate: 0.0, hitlag_mult: 1.2, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(3.0)
    4. DeleteAllHitBoxes
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 68, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 60, size: 3.91, x_offset: 0.0, y_offset: 2.99, z_offset: -15.94, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 68, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 60, size: 4.69, x_offset: 0.0, y_offset: 2.39, z_offset: -7.97, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(1.0)
  10. DeleteAllHitBoxes
  11. Subroutine(0x24580)

GFX

  1. Goto(0x9019c168)

SFX

  1. AsyncWait(6.0)
  2. SoundEffect1(4484)
  3. SyncWait(3.0)
  4. UnknownEvent { namespace: 0xc, code: 0x1e, unk1: 0x0, arguments: [] }

Other

  1. ItemVisibility(false)
  2. AsyncWait(9.0)
  3. Rumble { unk1: 16, unk2: 0 }