PM3.6 - R.O.B - Subaction - AttackAirLw

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Stats

IASA: 43
Auto Cancel Window: 24-47
Auto Cancel Lag: 4
Landing Lag: 30
Landing Lag (L-Cancel): 15
Hitboxes active: 16-21
Hitbox set 0 hits: 16
Subaction Index: 0x66

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:16-21

Set ID Dmg BKB KBG Angle Effect Sound Direct Shield Dmg Shieldstun Hitlag Targets
0 0 11 40 100 280 Flame Burn false 6 6 6
0 1 9 40 100 280 Flame Burn false 6 6 5
0 2 5 20 100 280 Flame Burn false 6 4 4

Scripts

Main

  1. Subroutine(0x281b0)
  2. FrameSpeedModifier { multiplier: 1.25, unk: 0 }
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(18.0)
  5. FloatVariableSet { variable: LongtermAccessFloat (0x46), value: InternalConstantInt(HorizontalCharacterVelocity) }
  6. FloatVariableSubtract { variable: LongtermAccessFloat (0x46), value: 0.3 }
  7. FrameSpeedModifier { multiplier: 1.0, unk: 0 }
  8. Subroutine(0x275ac)
  9. AddVelocity { x_vel: Variable(LongtermAccessFloat(Address(70))), y_vel: Constant(0.0) }
  10. if (not(BoolIsTrue LongtermAccessBool (0x72)))
    1. CreateHitBox(HitBoxArguments { bone_index: 96, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 280, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 40, 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: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 96, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 280, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 40, size: 6.56, x_offset: -4.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 96, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 280, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 20, size: 3.28, x_offset: -11.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
    4. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
      1. IfStatementOr ((InternalConstantInt(PreviousAction) Equal scalar(280)))
      2. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 15 }
      3. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 13 }
      4. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 9 }
  11. else
    1. CreateHitBox(HitBoxArguments { bone_index: 96, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 280, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 40, size: 3.2, 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: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 96, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 280, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 40, size: 5.248, x_offset: -3.2, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 96, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 280, wdsk: 0, kbg: 100, shield_damage: 6, bkb: 20, size: 2.624, x_offset: -8.8, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 0, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
    4. if ((InternalConstantInt(PreviousAction) Equal scalar(275)))
      1. IfStatementOr ((InternalConstantInt(PreviousAction) Equal scalar(280)))
      2. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 13 }
      3. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 11 }
      4. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 7 }
  12. AsyncWait(24.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(26.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  16. AsyncWait(45.0)
  17. AllowInterrupts

GFX

  1. if (not(BoolIsTrue LongtermAccessBool (0x72)))
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 3, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    2. AsyncWait(1.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 96, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
    4. AsyncWait(15.0)
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 4, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    6. AsyncWait(18.0)
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 5, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    8. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 7, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
    9. AsyncWait(20.0)
    10. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 3, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. else
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 3, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: true })
    2. AsyncWait(1.0)
    3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 96, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { 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: false })
    4. AsyncWait(15.0)
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 4, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: true })
    6. AsyncWait(18.0)
    7. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 5, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: true })
    8. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 7, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: true })
    9. AsyncWait(20.0)
    10. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 3, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.8, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(18.0)
  2. SoundVoiceLow
  3. SoundEffect1(5939)
  4. Goto(0x9019c168)

Other

  1. AsyncWait(18.0)
  2. ScreenShake { magnitude: 0 }
  3. Rumble { unk1: 13, unk2: 0 }