Brawl - Bowser - Subaction - AttackAirF

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 |

Stats

IASA: 42
Auto Cancel Window: 1-8, 31-46
Auto Cancel Lag: 2
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 8-11
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:8-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 40 80 361 Slash Slash 7 8
0 1 12 40 80 361 Slash Slash 7 7
0 2 11 40 80 361 Slash Slash 6 7

Scripts

Main

  1. AsyncWait(7.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 36, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 5.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 5.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(1.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(30.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(41.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 43, bone: 0, x_offset: 20.0, y_offset: 10.0, z_offset: 0.0, x_rotation: -130.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.75, randomize: None, terminate_with_animation: true })

SFX

  1. SoundVoiceLow
  2. SyncWait(7.0)
  3. SoundEffect1(55)
  4. SoundEffect1(115)

Other

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