PM3.6 - Mario - Subaction - AttackAirF

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Stats

IASA: 45
Auto Cancel Window: 1-2, 34-75
Auto Cancel Lag: 4
Landing Lag: 21
Landing Lag (L-Cancel): 10
Hitboxes active: 16-22
Hitbox set 0 hits: 16
Subaction Index: 0x63

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:16-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 17 50 100 60 Normal Burn 9 8
0 1 16 40 100 60 Normal Burn 9 8

Frames:18-22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 30 70 280 Normal Punch 8 7
0 1 15 30 70 280 Normal Punch 8 7

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(15.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 50, size: 3.13, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 4.49, x_offset: -3.44, 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: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 280, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 30, size: 3.13, 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: 3, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 280, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 30, size: 3.91, x_offset: -3.13, 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: 3, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. SyncWait(5.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(33.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. AsyncWait(44.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 48, 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: 0.5, randomize: None, terminate_with_animation: true })
  3. Goto(0x9019c168)

SFX

  1. AsyncWait(8.0)
  2. SoundEffect1(413)
  3. AsyncWait(15.0)
  4. SoundEffect1(55)
  5. SoundEffect1(8009)

Other

  1. AsyncWait(12.0)
  2. Rumble { unk1: 17, unk2: 0 }