Brawl - Giga Bowser - Subaction - AttackAirB

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Stats

IASA: None
Auto Cancel Window: 1-9, 46-50
Auto Cancel Lag: 2
Landing Lag: 45
Landing Lag (L-Cancel): 22
Hitboxes active: 10-14
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:10-14

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 17 25 80 24 Electric Shock 20 9 9

Scripts

Main

  1. AsyncWait(9.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 27, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 24, wdsk: 0, kbg: 80, shield_damage: 20, bkb: 25, size: 28.0, x_offset: 0.0, y_offset: 4.0, z_offset: -3.2, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(14.0)
  5. DeleteAllHitBoxes
  6. AsyncWait(45.0)
  7. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(7.0)
  2. loop 12 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 0, x_offset: -35.0, y_offset: 30.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 20.0, random_y_offset: 50.0, random_z_offset: 20.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    2. SyncWait(2.0)

SFX

  1. SoundVoiceLow
  2. SyncWait(9.0)
  3. SoundEffect1(55)
  4. SyncWait(4.0)
  5. SoundEffect1(115)
  6. SyncWait(5.0)
  7. SoundEffect1(114)

Other

  1. AsyncWait(9.0)
  2. Rumble { unk1: 18, unk2: 0 }