PM3.6 - Sonic - Subaction - AttackAirLw

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Stats

IASA: 36
Auto Cancel Window: 1-3, 36-37
Auto Cancel Lag: 4
Landing Lag: 28
Landing Lag (L-Cancel): 14
Hitboxes active: 9-24
Hitbox set 0 hits: 9
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:9-11

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 10 30 92 287 Normal MagicZap AD 6 6
0 1 10 45 88 37 Normal MagicZap AD 6 6

Frames:12-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 30 92 60 Normal Kick 6 5
0 1 9 45 88 361 Normal Kick 6 5

Frames:15-24

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 30 92 60 Normal Kick 6 5

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool (0x1f) }
  2. BoolVariableSetTrue { variable: RandomAccessBool(CharacterFloat) }
  3. AsyncWait(3.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. AsyncWait(8.0)
  6. BoolVariableSetTrue { variable: LongtermAccessBool(CanNotTeeter) }
  7. DisableMovement(DisableVertical)
  8. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(0.81), Scalar(-3.6), Scalar(0.0), Value(1)] }
  9. BoolVariableSetFalse { variable: LongtermAccessBool(CanNotTeeter) }
  10. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 287, wdsk: 0, kbg: 92, shield_damage: 0, bkb: 30, size: 4.5, x_offset: 0.0, y_offset: 5.0, z_offset: 1.0, 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 })
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 37, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 45, size: 4.0, x_offset: 0.0, y_offset: 1.0, z_offset: 3.45, 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 })
  12. SyncWait(3.0)
  13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 60, wdsk: 0, kbg: 92, shield_damage: 0, bkb: 30, size: 4.5, x_offset: 0.0, y_offset: 5.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 45, size: 4.0, x_offset: 0.0, y_offset: 2.0, z_offset: 3.35, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  15. SyncWait(3.0)
  16. DeleteHitBox(1)
  17. AsyncWait(24.0)
  18. DeleteAllHitBoxes
  19. AsyncWait(35.0)
  20. BoolVariableSetFalse { variable: RandomAccessBool(CharacterFloat) }
  21. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  22. AllowInterrupts
  23. Subroutine(0x2cdec)

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 25, 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: 0.75, randomize: None, terminate_with_animation: false })
  3. AsyncWait(12.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 48, graphic: 3, bone: 0, x_offset: 1.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: -15.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(8.0)
  2. Subroutine(0x2a3dc)
  3. SoundEffect1(6564)
  4. SoundEffect1(6489)
  5. Goto(0x9019c168)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 18, unk2: 0 }