PM3.6 - Luigi - Subaction - AppealLw

| 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 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 |

Stats

IASA: None
Hitboxes active: 45
Hitbox set 0 hits: 45
Subaction Index: 0x1c0

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:45

Set ID Dmg WDSK BKB KBG Angle Effect Sound Rehit Rate Shieldstun Hitlag Targets
0 0 2 180 0 100 281 Normal Unknown(40) 8 2 3

Scripts

Main

  1. AsyncWait(3.0)
  2. if (ButtonNotPressed value(7))
    1. ChangeSubactionRestartFrame(Weegee64)
  3. AsyncWait(44.0)
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 281, wdsk: 180, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, 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: 2, unk2: false, sound: Unknown(40), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 8, 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. AsyncWait(45.0)
  6. DeleteAllHitBoxes

GFX

  1. AsyncWait(41.0)
  2. GraphicEffect(GraphicEffect { graphic: 26, bone: 0, x_offset: 2.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: 0.0, scale: 1.0, 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 })

SFX

  1. AsyncWait(19.0)
  2. SoundEffect1(1287)
  3. SyncWait(23.0)
  4. SoundEffect1(3397)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. AsyncWait(45.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(58.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }