PM3.6 - Lucario - Subaction - AttackHi4

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Stats

IASA: None
Hitboxes active: 5-12, 17-18
Hitbox set 0 hits: 5, 7, 9, 11, 17
Subaction Index: 0x5d

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:5-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Angle Flip SDI Mult Shieldstun Hitlag Targets
0 0 8 36 48 100 90 Aura Unknown(176) AD 0.5 5 5
0 1 8 40 53 100 112 Aura Aura AP 0.5 5 5

Frames:7-12

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 1 39 52 100 85 Aura Aura 0.5 2 3
0 1 1 30 42 100 112 Aura Aura 0.5 2 3

Frames:17-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 45 175 83 Aura Aura 4 4
0 1 6 45 175 83 Aura Aura 4 4

Scripts

Main

  1. CreateInterrupt { interrupt_id: None, action: 0x11e, requirement: ((InternalConstantInt(PreviousAction) LessThan scalar(50))) }
  2. loop 3 times:
    1. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(ControlStickXAxisRelative) }
    2. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: 0.2 }
    3. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(5))), y_vel: Constant(0.0) }
    4. SyncWait(1.0)
  3. if ((InternalConstantInt(ControlStickXAxisRelative) LessThan value(0)))
    1. Posture(3)
    2. Posture(4)
  4. SetVelocity { x_vel: 0.0, y_vel: 0.0 }
  5. FloatVariableSet { variable: RandomAccessFloat (0x5), value: InternalConstantInt(ControlStickXAxisRelative) }
  6. FloatVariableMultiply { variable: RandomAccessFloat (0x5), value: 0.5 }
  7. AddVelocity { x_vel: Variable(RandomAccessFloat(Address(5))), y_vel: Constant(0.0) }
  8. AsyncWait(4.0)
  9. FloatVariableDivide { variable: LongtermAccessFloat (0x49), value: 1000 }
  10. FloatVariableAdd { variable: LongtermAccessFloat (0x49), value: 1 }
  11. FloatVariableSet { variable: RandomAccessFloat (0x6), value: 8 }
  12. FloatVariableSet { variable: RandomAccessFloat (0x7), value: 1 }
  13. FloatVariableSet { variable: RandomAccessFloat (0x8), value: 6 }
  14. FloatVariableMultiply { variable: RandomAccessFloat (0x6), value: LongtermAccessFloat (0x49) }
  15. FloatVariableMultiply { variable: RandomAccessFloat (0x7), value: LongtermAccessFloat (0x49) }
  16. FloatVariableMultiply { variable: RandomAccessFloat (0x8), value: LongtermAccessFloat (0x49) }
  17. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 24, hitbox_id: 0, set_id: 0, damage: Variable(RandomAccessFloat(Address(6))), trajectory: 90, wdsk: 36, kbg: 100, shield_damage: 0, bkb: 48, size: 3.25, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Unknown(176), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  18. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 1, set_id: 0, damage: Variable(RandomAccessFloat(Address(6))), trajectory: 112, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 53, size: 4.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  19. SyncWait(2.0)
  20. DeleteAllHitBoxes
  21. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 24, hitbox_id: 0, set_id: 0, damage: Variable(RandomAccessFloat(Address(7))), trajectory: 85, wdsk: 39, kbg: 100, shield_damage: 0, bkb: 52, size: 3.25, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 1, set_id: 0, damage: Variable(RandomAccessFloat(Address(7))), trajectory: 112, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 42, size: 4.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.5, effect: Aura, unk1: false, sound_level: 1, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(2.0)
    4. DeleteAllHitBoxes
  22. AsyncWait(16.0)
  23. CreateHitBox(HitBoxArguments { bone_index: 24, hitbox_id: 0, set_id: 0, damage: Variable(RandomAccessFloat(Address(8))), trajectory: 83, wdsk: 0, kbg: 175, shield_damage: 0, bkb: 45, size: 3.5, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  24. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 1, set_id: 0, damage: Variable(RandomAccessFloat(Address(8))), trajectory: 83, wdsk: 0, kbg: 175, shield_damage: 0, bkb: 45, size: 5.25, x_offset: 0.25, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Aura, unk1: false, sound_level: 2, unk2: false, sound: Aura, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  25. SyncWait(2.0)
  26. DeleteAllHitBoxes
  27. CreateInterrupt { interrupt_id: None, action: LandingHeavy, requirement: (OnGround) }
  28. AsyncWait(38.0)
  29. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. 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 })
  3. 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 })
  4. GraphicEffect(GraphicEffect { graphic: 37, 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: 0.9, 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 })
  5. Subroutine(0x27010)
  6. Subroutine(0x9019e6a8)
  7. Subroutine(0x23a68)

SFX

  1. AsyncWait(0.0)
  2. SoundEffectStop(105)
  3. Subroutine(0x25a28)
  4. AsyncWait(4.0)
  5. SoundEffect1(168)
  6. SoundEffect1(115)
  7. SoundEffect1(5831)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 6, bone: 55, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -90.0, scale: 0.75, randomize: None, terminate_with_animation: true })

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourFull { hip_n_or_top_n: 4, trans_bone: 2 }
  4. AsyncWait(4.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(42.0)
  7. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 5 }