PM3.6 - Game & Watch - Subaction - AttackAirN
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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 |
Stats
IASA: |
44 |
Auto Cancel Window: |
1-6, 44-45 |
Auto Cancel Lag: |
4 |
Landing Lag: |
17 |
Landing Lag (L-Cancel): |
8 |
Hitboxes active: |
20-29 |
Hitbox set 0 hits: |
20 |
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:20-29
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
17 |
20 |
100 |
361 |
Normal |
Kick |
9 |
8 |
|
Scripts
Main
- AsyncWait(6.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
- AsyncWait(9.0)
- GenerateArticle { article_id: 2, subaction_only: true }
- UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(2), Value(3)] }
- AsyncWait(19.0)
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 11.72, x_offset: 0.0, y_offset: 12.35, z_offset: 0.0, 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 })
- SyncWait(10.0)
- DeleteAllHitBoxes
- ArticleRemove(2)
- AsyncWait(43.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
- AllowInterrupts
- Subroutine(0x24580)
GFX
- Goto(0x9019c168)
SFX
- AsyncWait(19.0)
- SoundEffect1(4464)
- SoundEffect1(4486)
Other
- ItemVisibility(false)
- AsyncWait(19.0)
- Rumble { unk1: 17, unk2: 0 }