PM3.6 - Mewtwo - Subaction - AttackAirHi

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Stats

IASA: 30
Auto Cancel Window: 1-3, 28-38
Auto Cancel Lag: 5
Landing Lag: 20
Landing Lag (L-Cancel): 10
Hitboxes active: 8-12
Hitbox set 0 hits: 8
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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 0 114 55 Normal Punch 7 6
0 1 12 0 100 55 Normal Punch 7 6
0 2 10 0 100 55 Normal Punch 6 6

Frames:10-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 0 100 65 Normal Punch 6 6
0 1 9 0 100 65 Normal Punch 6 5
0 2 7 0 100 65 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(7.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 5.08, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 67, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 5.08, x_offset: 0.0, y_offset: -2.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 55, wdsk: 0, kbg: 114, shield_damage: 0, bkb: 0, size: 4.56, x_offset: 1.0, y_offset: -3.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 69, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 3.75, x_offset: 1.0, y_offset: -3.0, z_offset: 1.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 67, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: -2.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 65, wdsk: 0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(3.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(27.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(29.0)
  16. AllowInterrupts

GFX

  1. DisableInterruptGroup(AirDodge)
  2. AsyncWait(7.0)
  3. Subroutine(0x283ec)
  4. AsyncWait(12.0)
  5. DeleteSwordGlow { fade_time: 5 }

SFX

  1. Subroutine(0x29878)
  2. AsyncWait(7.0)
  3. SoundEffect1(5838)
  4. Goto(0x9019c168)

Other

  1. AsyncWait(7.0)
  2. Rumble { unk1: 17, unk2: 0 }