Brawl - Giga Bowser - Subaction - AttackAirHi

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Stats

IASA: None
Auto Cancel Window: 1-10, 41-48
Auto Cancel Lag: 2
Landing Lag: 45
Landing Lag (L-Cancel): 22
Hitboxes active: 22-26
Hitbox set 0 hits: 22
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:22-26

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 20 60 80 85 Slash Slash 20 10 10
0 1 20 60 80 85 Slash Slash 20 10 10
0 2 20 60 80 85 Slash Slash 20 10 10

Scripts

Main

  1. AsyncWait(10.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(21.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 85, wdsk: 0, kbg: 80, shield_damage: 20, bkb: 60, size: 14.0, x_offset: 0.0, y_offset: 0.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 48, hitbox_id: 1, set_id: 0, damage: Constant(20.0), trajectory: 85, wdsk: 0, kbg: 80, shield_damage: 20, bkb: 60, size: 14.0, x_offset: 0.0, y_offset: 0.0, z_offset: -7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 2, set_id: 0, damage: Constant(20.0), trajectory: 85, wdsk: 0, kbg: 80, shield_damage: 20, bkb: 60, size: 14.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(5.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(40.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(21.0)
    2. SoundVoiceLow
    3. SoundEffect1(55)
    4. SyncWait(2.0)
    5. SoundEffect1(115)

    Other

    1. AsyncWait(17.0)
    2. Rumble { unk1: 18, unk2: 0 }