PM3.6 - Sonic - Subaction - AttackAirF

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Stats

IASA: 38
Auto Cancel Window: 1-2, 31-41
Auto Cancel Lag: 4
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 8-13
Hitbox set 0 hits: 8
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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 9 30 100 55 Normal MagicZap AD 6 5
0 1 11 45 90 361 Normal Kick AP 6 6

Frames:10-13

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 9 30 100 55 Normal MagicZap AD 6 5
0 1 11 50 76 280 Normal Kick AP 6 6

Scripts

Main

  1. UnknownEvent { namespace: 0x17, code: 0x1, unk1: 0x0, arguments: [] }
  2. AsyncWait(2.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(7.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 45, size: 4.8, x_offset: 0.0, y_offset: 1.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 27, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 55, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 3.76, 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: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, 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 })
  7. AsyncWait(9.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 280, wdsk: 0, kbg: 76, shield_damage: 0, bkb: 50, size: 4.8, x_offset: 0.0, y_offset: 1.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(13.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(30.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. AsyncWait(37.0)
  14. AllowInterrupts
  15. Subroutine(0x2cdec)

GFX

  1. AsyncWait(1.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 17, bone: 0, x_offset: -6.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 180.0, z_rotation: -60.0, scale: 0.85, randomize: None, terminate_with_animation: true })
  3. AsyncWait(10.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 29, 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: 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: true })

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(2679)
  3. SoundEffect1(6563)
  4. Goto(0x9019c168)

Other

  1. AsyncWait(7.0)
  2. Rumble { unk1: 18, unk2: 0 }