PM3.6 - Lucario - Subaction - Attack13

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Stats

IASA: 41
Hitboxes active: 8-11
Hitbox set 0 hits: 8
Subaction Index: 0x4a

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:8-11

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 5 30 120 55 Aura Aura 0.6 4 2
0 1 5 30 120 55 Aura Aura 0.6 4 2
0 2 5 30 120 55 Aura Aura 0.6 4 2

Scripts

Main

  1. Subroutine(0x230f4)
  2. AsyncWait(1.0)
  3. BoolVariableSetFalse { variable: RandomAccessBool (0x20) }
  4. BoolVariableSetFalse { variable: RandomAccessBool (0x21) }
  5. AsyncWait(7.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 55, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: 1.0, z_offset: 0.5, tripping_rate: 0.0, hitlag_mult: 0.6, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 55, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 30, size: 3.0, x_offset: 0.0, y_offset: -1.5, z_offset: 0.25, tripping_rate: 0.0, hitlag_mult: 0.6, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 55, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 30, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.25, tripping_rate: 0.0, hitlag_mult: 0.6, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(11.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(40.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 13.0, z_offset: 9.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, 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: false })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 2, bone: 29, 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: 0.9, randomize: None, terminate_with_animation: true })
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 3, bone: 49, 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: 0.9, randomize: None, terminate_with_animation: true })
  5. Subroutine(0x9019e5a8)
  6. Subroutine(0x9019e6a8)
  7. Subroutine(0x23a68)

SFX

  1. AsyncWait(7.0)
  2. SoundVoiceLow
  3. SoundEffect1(5830)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(4.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 16, unk2: 0 }
  6. AsyncWait(25.0)
  7. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 3 }
  8. AsyncWait(28.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }