Brawl - Giga Bowser - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-13, 51-80
Auto Cancel Lag: 2
Landing Lag: 45
Landing Lag (L-Cancel): 22
Partially Intangible: 14-50
Hitboxes active: 14-15, 17-18, 20-21, 23-24, 26-27, 29-30, 32-33, 35-36, 38-39
Hitbox set 0 hits: 14, 17, 20, 23, 26, 29, 32, 35, 38
Subaction Index: 0x66

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:14-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 0 100 80 Electric Shock 3 4

Frames:17-18

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 0 100 80 Electric Shock 3 4

Frames:20-21

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 0 100 80 Electric Shock 3 4

Frames:23-24

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 0 100 80 Electric Shock 3 4

Frames:26-27

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 0 100 80 Electric Shock 3 4

Frames:29-30

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 0 100 80 Electric Shock 3 4

Frames:32-33

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 0 100 80 Electric Shock 3 4

Frames:35-36

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 0 100 80 Electric Shock 3 4

Frames:38-39

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 0 100 80 Electric Shock 3 4

Scripts

Main

  1. AsyncWait(13.0)
  2. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  3. Subroutine(0xac20)
  4. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  5. loop 9 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 0, size: 24.0, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, 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 })
    2. SyncWait(2.0)
    3. DeleteAllHitBoxes
    4. SyncWait(1.0)
  6. AsyncWait(50.0)
  7. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  8. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  9. UnchangeHurtBoxStateSpecific
  10. AsyncWait(70.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(12.0)
  2. loop Infinite times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 0, x_offset: 0.0, y_offset: 15.0, 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: 60.0, random_y_offset: 20.0, random_z_offset: 60.0, 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(13.0)
  3. loop 7 times:
    1. SoundEffect1(6622)
    2. SyncWait(5.0)

Other

  1. AsyncWait(13.0)
  2. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  3. AsyncWait(14.0)
  4. RumbleLoop { unk1: 8, unk2: 25 }
  5. AsyncWait(50.0)
  6. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }