PM3.6 - Luigi - Subaction - AttackLw3

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Stats

IASA: 31
Hitboxes active: 5-8
Hitbox set 0 hits: 5
Subaction Index: 0x55

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:5-8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 15 1 2 100 45 Normal Shell 10 8 7
0 1 15 1 2 100 45 Normal Shell 10 8 7
0 2 15 1 2 100 45 Normal Shell 10 8 7

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 45, wdsk: 1, kbg: 100, shield_damage: 10, bkb: 2, size: 3.91, x_offset: 0.0, y_offset: 3.42, 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: Shell, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 45, wdsk: 1, kbg: 100, shield_damage: 10, bkb: 2, size: 3.13, x_offset: 0.0, y_offset: 1.95, 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: Shell, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 45, wdsk: 1, kbg: 100, shield_damage: 10, bkb: 2, size: 2.34, 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: Shell, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(4.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(30.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. loop 4 times:
    1. if (EnteringOrIsInHitLag)
      1. IfStatementAnd ((LongtermAccessFloat(CurryAngle1) GreaterThan scalar(0)))
      2. if (RollADie value(3))
        1. SoundEffect1(8320)
        2. SoundEffect1(8321)
      3. else
        1. if (RollADie value(2))
          1. SoundEffect1(8321)
          2. SoundEffect1(8322)
        2. else
          1. if (CharacterExists)
            1. SoundEffect1(8320)
            2. SoundEffect1(8322)
    2. SyncWait(1.0)

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(8008)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  2. AsyncWait(3.0)
  3. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(3), Bool(true)] }
  4. AsyncWait(4.0)
  5. Rumble { unk1: 17, unk2: 0 }