PM3.6 - Lucas - Subaction - AttackAirHi

| 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 | 46 |

Stats

IASA: 28
Auto Cancel Window: 1-3, 28-46
Auto Cancel Lag: 4
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 5-9
Hitbox set 0 hits: 5
Subaction Index: 0x65

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:5-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 20 100 70 Normal MagicZap 6 6
0 1 10 20 100 70 Normal MagicZap 6 6

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(4.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 2.8, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  5. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 39, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 5.74, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, 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 })
  6. AsyncWait(9.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(27.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  10. AllowInterrupts

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 39, x_offset: 0.5, y_offset: -0.4992, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.75, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(55)
  3. SoundEffect1(109)
  4. Rumble { unk1: 12, unk2: 0 }
  5. Goto(0x9019c168)

Other

  1. Subroutine(0x2342c)