Brawl - Fox - 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 |

Stats

IASA: 36
Auto Cancel Window: 1-8, 26-40
Auto Cancel Lag: 2
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 9-10, 12-14
Hitbox set 0 hits: 9, 12
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:9-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 30 0 120 92 Normal Punch 4 4
0 1 5 30 0 120 92 Normal Punch 4 4
0 2 5 30 0 120 92 Normal Punch 4 4

Frames:12-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 30 100 85 Normal Kick 6 7
0 1 11 30 100 85 Normal Kick 6 7
0 2 11 30 100 85 Normal Kick 6 7

Scripts

Main

  1. AsyncWait(8.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 21, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 92, wdsk: 30, kbg: 120, shield_damage: 0, bkb: 0, size: 5.2, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 92, wdsk: 30, kbg: 120, shield_damage: 0, bkb: 0, size: 5.2, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 92, wdsk: 30, kbg: 120, shield_damage: 0, bkb: 0, size: 5.2, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Tail, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(11.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.7, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 6.2, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 6.2, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  12. SyncWait(3.0)
  13. DeleteAllHitBoxes
  14. SyncWait(11.0)
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  16. AsyncWait(35.0)
  17. AllowInterrupts

GFX

    SFX

    1. AsyncWait(8.0)
    2. SoundEffect1(3230)
    3. SyncWait(3.0)
    4. SoundEffect1(112)

    Other

    1. AsyncWait(8.0)
    2. Rumble { unk1: 17, unk2: 0 }