Brawl - Bowser - Subaction - AttackAirHi
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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 |
47 |
48 |
Stats
IASA: |
45 |
Auto Cancel Window: |
1-9, 40-48 |
Auto Cancel Lag: |
2 |
Landing Lag: |
28 |
Landing Lag (L-Cancel): |
14 |
Partially Intangible: |
10-20 |
Hitboxes active: |
16-20 |
Hitbox set 0 hits: |
16 |
Subaction Index: |
0x65 |
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:16-20
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
17 |
35 |
93 |
85 |
Normal |
Punch |
9 |
9 |
|
Scripts
Main
- AsyncWait(9.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
- ChangeHurtBoxStateSpecific { bone: 51, state: IntangibleFlashing }
- ChangeHurtBoxStateSpecific { bone: 55, state: IntangibleFlashing }
- AsyncWait(15.0)
- CreateHitBox(HitBoxArguments { bone_index: 51, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 85, wdsk: 0, kbg: 93, shield_damage: 0, bkb: 35, size: 7.0, x_offset: 0.0, y_offset: 2.4, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
- SyncWait(5.0)
- DeleteAllHitBoxes
- UnchangeHurtBoxStateSpecific
- AsyncWait(39.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
- AsyncWait(44.0)
- AllowInterrupts
GFX
SFX
- SyncWait(15.0)
- SoundVoiceLow
- SoundEffect1(55)
- SoundEffect1(115)
Other
- AsyncWait(17.0)
- Rumble { unk1: 18, unk2: 0 }