PM3.6 - Lucario - Subaction - AttackS3S_1

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Stats

IASA: 27
Partially Intangible: 10-14
Hitboxes active: 10-14
Hitbox set 0 hits: 10
Subaction Index: 0x50

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:10-14

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult Shieldstun Hitlag Targets
0 0 10 40 35 37 Aura Unknown(176) AD 0.825 6 5
0 1 10 40 35 40 Aura Aura AP 0.825 6 5

Scripts

Main

  1. Subroutine(0x230f4)
  2. FrameSpeedModifier { multiplier: 1.1112, unk: 0 }
  3. AsyncWait(10.0)
  4. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  5. ChangeHurtBoxStateSpecific { bone: 49, state: IntangibleFlashing }
  6. ChangeHurtBoxStateSpecific { bone: 48, state: IntangibleFlashing }
  7. ChangeHurtBoxStateSpecific { bone: 47, state: IntangibleFlashing }
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 37, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 40, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.825, sdi_mult: 1.0, 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 })
  9. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 40, wdsk: 0, kbg: 35, shield_damage: 0, bkb: 40, size: 3.75, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.825, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(5.0)
  11. UnchangeHurtBoxStateSpecific
  12. DeleteAllHitBoxes
  13. AsyncWait(27.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(9.0)
  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. ExternalGraphicEffect(ExternalGraphicEffect { file: 34, graphic: 4, bone: 50, x_offset: 1.5, y_offset: 2.0, z_offset: -1.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.825, 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: true })
  5. Subroutine(0x9019e5a8)
  6. Subroutine(0x9019e6a8)
  7. Subroutine(0x23a68)

SFX

  1. AsyncWait(9.0)
  2. SoundEffect1(5832)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(10.0)
  3. Rumble { unk1: 17, unk2: 0 }