Brawl - Bowser - Subaction - AttackAirN

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Stats

IASA: 48
Auto Cancel Window: 1-7, 40-50
Auto Cancel Lag: 2
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 8-23
Hitbox set 0 hits: 8
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:8-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 20 80 361 Normal Punch 7 8

Frames:14-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 20 80 361 Normal Punch 6 6

Scripts

Main

  1. AsyncWait(6.0)
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. AsyncWait(7.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 20, size: 8.0, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(13.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 20, size: 8.0, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(23.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(36.0)
  11. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  12. AsyncWait(39.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  14. AsyncWait(47.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. loop 4 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 180.0, scale: 1.25, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 30.0, random_y_rotation: 0.0, random_z_rotation: 30.0 }), terminate_with_animation: true })
    2. SyncWait(8.0)

SFX

  1. SoundVoiceLow
  2. SyncWait(7.0)
  3. loop 3 times:
    1. SoundEffect1(3749)
    2. SyncWait(8.0)
    3. SoundEffect1(3750)
    4. SyncWait(5.0)

Other

  1. AsyncWait(4.0)
  2. RumbleLoop { unk1: 3, unk2: 25 }
  3. AsyncWait(6.0)
  4. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
  5. ItemVisibility(false)
  6. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  7. AsyncWait(36.0)
  8. ItemVisibility(true)
  9. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }