Brawl - Ganondorf - Subaction - AttackAirB

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Stats

IASA: 36
Auto Cancel Window: 1-6, 22-46
Auto Cancel Lag: 2
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 10-12
Hitbox set 0 hits: 10
Subaction Index: 0x64

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:10-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 28 85 361 Normal Punch 9 9
0 1 16 10 85 361 Normal Punch 9 9
0 2 16 10 85 361 Normal Punch 9 9

Scripts

Main

  1. AsyncWait(6.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(9.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 28, size: 6.3, x_offset: 4.8, 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: 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: 30, hitbox_id: 1, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 10, size: 5.5, x_offset: 3.2, 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: 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: 30, hitbox_id: 2, set_id: 0, damage: Constant(16.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 10, size: 4.8, x_offset: -0.8, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(21.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(35.0)
  12. AllowInterrupts

GFX

    SFX

    1. AsyncWait(9.0)
    2. SoundVoiceLow
    3. SoundEffect1(4773)

    Other

    1. AsyncWait(9.0)
    2. Rumble { unk1: 17, unk2: 0 }