PM3.6 - Wario-Man - Subaction - AttackAirN

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Stats

IASA: 22
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 4-7, 11-38
Hitbox set 0 hits: 4, 11
Subaction Index: 0x62

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:4-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 30 90 361 Normal Punch 8 7
0 1 15 30 90 361 Normal Punch 8 7

Frames:11-38

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 20 100 361 Normal Punch 7 6

Scripts

Main

  1. AsyncWait(2.0)
  2. if ((LongtermAccessFloat (0x34) LessThanOrEqual scalar(0)))
    1. else
      1. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(0.0), Scalar(0.0), Scalar(0.0), Value(1)] }
    2. AsyncWait(3.0)
    3. if ((LongtermAccessFloat (0x34) LessThanOrEqual scalar(0)))
      1. else
        1. AddVelocity { x_vel: Constant(0.1), y_vel: Variable(LongtermAccessFloat(Address(52))) }
        2. FloatVariableSubtract { variable: LongtermAccessFloat (0x34), value: 0.2 }
      2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 8.0, x_offset: 0.0, y_offset: 5.0, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
      3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 8.0, x_offset: 0.0, y_offset: 5.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: false, direct: true, unk6: 0 })
      4. SyncWait(4.0)
      5. DeleteAllHitBoxes
      6. AsyncWait(10.0)
      7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 9.0, x_offset: 0.0, y_offset: 6.0, 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: None, clang: true, unk5: false, direct: true, unk6: 0 })
      8. AsyncWait(21.0)
      9. AllowInterrupts
      10. AsyncWait(38.0)
      11. DeleteAllHitBoxes
      12. AsyncWait(43.0)
      13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

      GFX

      1. Goto(0x9019c168)

      SFX

      1. AsyncWait(1.0)
      2. SoundVoiceLow
      3. loop 3 times:
        1. SyncWait(2.0)
        2. SoundEffect1(110)
        3. SyncWait(5.0)
      4. SoundEffect1(116)

      Other

      1. Rumble { unk1: 17, unk2: 0 }