Brawl - Game & Watch - Subaction - LandingAirB

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Stats

IASA: 13
Hitboxes active: 1-2
Hitbox set 0 hits: 1
Subaction Index: 0x69

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:1-2

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 90 120 68 Slash Slash 3 4
0 1 3 90 120 68 Slash Slash 3 4

Scripts

Main

  1. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(10)] }
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 68, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 90, size: 4.0, x_offset: 0.0, y_offset: 4.0, z_offset: -16.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 68, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 90, size: 4.0, x_offset: 0.0, y_offset: 4.0, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(2.0)
  5. DeleteAllHitBoxes

GFX

  1. Goto(LandingAirN GFX 0x72f0)

SFX

  1. AsyncWait(1.0)
  2. SoundEffectOther1(4521)

Other

  1. ItemVisibility(false)
  2. SlopeContourStand { leg_bone_parent: 1 }
  3. Rumble { unk1: 22, unk2: 0 }