Brawl - Charizard - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-4, 41-52
Auto Cancel Lag: 2
Landing Lag: 35
Landing Lag (L-Cancel): 17
Hitboxes active: 18-20
Hitbox set 0 hits: 18
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:18-20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 14 20 100 270 Normal Punch 8 8
0 1 14 20 100 70 Normal Punch 8 8
0 2 14 20 100 361 Normal Punch 8 8

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(17.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 8.0, x_offset: 0.0, y_offset: -7.0, z_offset: 2.0, 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: false, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 8.0, x_offset: 0.0, y_offset: -7.0, z_offset: 2.0, 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: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 3.0, z_offset: 2.0, 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: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(20.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(40.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: 0.0, y_offset: -4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })

SFX

  1. AsyncWait(6.0)
  2. SoundVoiceLow
  3. SyncWait(11.0)
  4. SoundEffect1(5415)
  5. SyncWait(5.0)
  6. SoundEffect1(115)

Other

  1. AsyncWait(18.0)
  2. Rumble { unk1: 18, unk2: 0 }