PM3.6 - Game & Watch - Subaction - AttackAirLw

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Stats

IASA: 42
Auto Cancel Window: 1-5
Auto Cancel Lag: 4
Landing Lag: 20
Landing Lag (L-Cancel): 10
Hitboxes active: 12-38
Hitbox set 0 hits: 12
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:12

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 15 20 100 270 Normal Kick 4 8 7
0 1 15 20 100 270 Normal Kick 4 8 7

Frames:13-38

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 14 20 100 60 Normal Kick 0 8 7
0 1 14 20 100 60 Normal Kick 4 8 7

Scripts

Main

  1. ModelChanger { reference: 0, switch_index: 5, bone_group_index: 6 }
  2. AsyncWait(5.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(11.0)
  5. BoolVariableSetTrue { variable: RandomAccessBool(CharacterFloat) }
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 20, size: 3.52, x_offset: 0.0, y_offset: 0.0, z_offset: 0.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 20, size: 5.08, x_offset: 0.0, y_offset: -4.38, z_offset: 0.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(1.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool(CharacterFloat) }
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 3.52, x_offset: 0.0, y_offset: 0.0, z_offset: 0.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 4, bkb: 20, size: 5.08, x_offset: 0.0, y_offset: -4.38, z_offset: 0.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 3, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  12. AsyncWait(38.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(41.0)
  15. AllowInterrupts
  16. Subroutine(0x24580)

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 29, x_offset: 0.0, y_offset: -4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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 })
  3. Goto(0x9019c168)

SFX

  1. AsyncWait(8.0)
  2. SoundEffect1(4484)
  3. SyncWait(3.0)
  4. UnknownEvent { namespace: 0xc, code: 0x1e, unk1: 0x0, arguments: [] }

Other

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