Brawl - Falco - Subaction - AttackAirF

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Stats

IASA: None
Auto Cancel Window: 1-5, 49-60
Auto Cancel Lag: 2
Landing Lag: 33
Landing Lag (L-Cancel): 16
Hitboxes active: 6-35
Hitbox set 0 hits: 6, 34
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:6-33

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Rehit Rate Shieldstun Hitlag Targets
0 0 2 0 40 365 Slash Unknown(24) AD 0.7 0.8 8 2 2
0 1 2 0 40 365 Slash Unknown(24) AD 0.7 0.8 8 2 2

Frames:34-35

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 80 60 50 Slash Unknown(24) AD 2 0 3 8
0 1 3 80 60 50 Slash Unknown(24) AD 2 0 3 8

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 8, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  4. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 365, wdsk: 0, kbg: 40, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 0.8, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 8, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  5. AsyncWait(33.0)
  6. DeleteAllHitBoxes
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 80, size: 8.0, x_offset: 0.0, y_offset: 6.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 6, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 0, kbg: 60, shield_damage: 0, bkb: 80, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 2.0, sdi_mult: 0.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Unknown(24), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. AsyncWait(35.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(48.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(5.0)
    2. SoundVoiceLow
    3. SoundEffect1(4686)
    4. SyncWait(7.0)
    5. SoundEffect1(4686)
    6. SyncWait(8.0)
    7. SoundEffect1(4686)

    Other

    1. AsyncWait(6.0)
    2. RumbleLoop { unk1: 2, unk2: 20 }