Brawl - Diddy Kong - Subaction - AttackAirHi

| 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 |

Stats

IASA: None
Auto Cancel Window: 1-2, 15-42
Auto Cancel Lag: 2
Landing Lag: 21
Landing Lag (L-Cancel): 10
Hitboxes active: 3-7
Hitbox set 0 hits: 3
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:3-7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 30 90 100 Normal Kick 6 7
0 1 11 30 90 100 Normal Kick 6 7
0 2 11 30 90 100 Normal Kick 6 7

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 100, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 4.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 100, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 4.5, x_offset: 0.0, y_offset: 1.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 100, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: -1.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(7.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(14.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(2.0)
    2. SoundVoiceLow
    3. SoundEffect1(5313)
    4. SyncWait(2.0)
    5. SoundEffect1(107)
    6. SyncWait(1.0)
    7. SoundEffect1(114)

    Other

    1. AsyncWait(3.0)
    2. Rumble { unk1: 17, unk2: 0 }