Brawl - Donkey Kong - Subaction - AttackAirF

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Stats

IASA: None
Landing Lag: 30
Landing Lag (L-Cancel): 15
Hitboxes active: 25-29
Hitbox set 0 hits: 25
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:25-26

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 16 20 100 361 Normal Punch 0 9 9
0 1 16 20 100 361 Normal Punch 0 9 9
0 2 16 20 100 361 Normal Punch 1 9 9
0 3 16 20 100 361 Normal Punch 1 9 9

Frames:27-29

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shield Dmg Shieldstun Hitlag Targets
0 0 16 30 85 270 Normal Kick 1.5 0 9 13
0 1 16 30 85 270 Normal Kick 1.5 0 9 13
0 2 16 50 85 361 Normal Punch 1 1 9 9
0 3 16 50 85 361 Normal Punch 1 1 9 9

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. AsyncWait(24.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 6.0, x_offset: 9.0, y_offset: -2.0, z_offset: 1.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 6.0, x_offset: 3.5, y_offset: -4.0, z_offset: 3.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 20, size: 4.0, x_offset: 2.0, y_offset: -5.0, z_offset: 3.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 3, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 20, size: 4.0, x_offset: 6.0, y_offset: -5.0, z_offset: 3.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 270, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 30, size: 7.0, x_offset: 10.0, y_offset: -2.0, z_offset: 1.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 270, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 30, size: 7.0, x_offset: 4.0, y_offset: -4.0, z_offset: 3.0, tripping_rate: 0.0, hitlag_mult: 1.5, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 1, bkb: 50, size: 4.0, x_offset: 2.0, y_offset: -5.0, z_offset: 3.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 3, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 1, bkb: 50, size: 4.0, x_offset: 6.0, y_offset: -5.0, z_offset: 3.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  12. SyncWait(3.0)
  13. DeleteAllHitBoxes
  14. SyncWait(55.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  16. AsyncWait(59.0)
  17. AllowInterrupts

GFX

  1. AsyncWait(25.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 30, x_offset: 4.0, y_offset: -4.0, z_offset: 2.0, 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. SoundVoiceLow
  2. AsyncWait(23.0)
  3. SoundEffect1(2794)
  4. SyncWait(2.0)

Other

  1. AsyncWait(25.0)
  2. Rumble { unk1: 19, unk2: 0 }