PM3.6 - Game & Watch - Subaction - LandingAirHi

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |

Stats

IASA: 19
Hitboxes active: 1-2
Hitbox set 0 hits: 1
Subaction Index: 0x6a

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 45 100 80 Normal Burn 4 4
0 1 6 45 100 80 Normal Burn 4 4

Scripts

Main

  1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 5.08, x_offset: 0.0, y_offset: 12.94, z_offset: 0.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 45, size: 4.0, x_offset: 0.0, y_offset: 5.95, z_offset: 0.4, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  3. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 2 }
  4. ModelChanger { reference: 0, switch_index: 3, bone_group_index: 0 }
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes

GFX

  1. GraphicEffect(GraphicEffect { graphic: 15, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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: false })

SFX

  1. AsyncWait(0.0)
  2. SoundEffectOther1(4521)
  3. SoundEffect1(4484)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. Rumble { unk1: 22, unk2: 0 }