PM3.6 - Lucario - Subaction - AttackHi3

| 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: 28
Hitboxes active: 5-14
Hitbox set 0 hits: 5
Subaction Index: 0x54

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:5-14

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 7 35 90 85 Aura Aura 0.85 5 4
0 1 7 35 90 85 Aura Aura 0.85 5 4
0 2 7 35 90 85 Aura Aura 0.85 5 4

Scripts

Main

  1. Subroutine(0x230f4)
  2. AsyncWait(4.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 85, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 35, size: 2.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.85, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 85, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 35, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.85, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 85, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 35, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: -1.5, tripping_rate: 0.0, hitlag_mult: 0.85, 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 })
  6. AsyncWait(14.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(27.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 6, bone: 17, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.7, randomize: None, terminate_with_animation: true })
  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 })

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(5832)
  3. Subroutine(0x9019e5a8)
  4. Subroutine(0x9019e6a8)
  5. Subroutine(0x23a68)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(4.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(15.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }