Brawl - Ice Climbers - Subaction - AttackAirHi

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Stats

IASA: 30
Auto Cancel Window: 1-5, 27-50
Auto Cancel Lag: 2
Landing Lag: 30
Landing Lag (L-Cancel): 15
Hitboxes active: 6-23
Hitbox set 0 hits: 6
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:6-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 20 120 70 Normal Punch 6 6
0 1 10 20 120 70 Normal Punch 6 6
0 2 9 20 120 70 Normal Punch 6 6

Frames:10-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 20 120 70 Normal Punch 5 5
0 1 7 20 120 70 Normal Punch 5 5
0 2 7 20 120 70 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 20, size: 3.0, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 20, size: 3.0, x_offset: 0.0, y_offset: 3.0, 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: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 7.0, 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: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(9.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 20, size: 3.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 20, size: 3.0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 20, size: 4.5, x_offset: 0.0, y_offset: 7.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(14.0)
  11. DeleteAllHitBoxes
  12. SyncWait(3.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  14. AsyncWait(29.0)
  15. AllowInterrupts

GFX

    SFX

    1. AsyncWait(5.0)
    2. SoundEffect1(4353)

    Other

    1. AsyncWait(5.0)
    2. Rumble { unk1: 17, unk2: 0 }