Brawl - Ivysaur - Subaction - AttackAirN

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Stats

IASA: None
Auto Cancel Window: 1-3, 35-42
Auto Cancel Lag: 2
Landing Lag: 11
Landing Lag (L-Cancel): 5
Hitboxes active: 4-5, 8-9, 12-13, 16-17, 20-21, 24-25, 28-29
Hitbox set 0 hits: 4, 8, 12, 16, 20, 24, 28
Subaction Index: 0x62

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:4-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 100 90 Normal Punch 0.2 2 3
0 1 2 30 0 100 90 Normal Punch 0.2 2 3
0 2 2 60 0 100 270 Normal Punch 0.2 2 3

Frames:8-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 100 90 Normal Punch 0.2 2 3
0 1 2 30 0 100 90 Normal Punch 0.2 2 3
0 2 2 60 0 100 270 Normal Punch 0.2 2 3

Frames:12-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 100 90 Normal Punch 0.2 2 3
0 1 2 30 0 100 90 Normal Punch 0.2 2 3
0 2 2 60 0 100 270 Normal Punch 0.2 2 3

Frames:16-17

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 100 90 Normal Punch 0.2 2 3
0 1 2 30 0 100 90 Normal Punch 0.2 2 3
0 2 2 60 0 100 270 Normal Punch 0.2 2 3

Frames:20-21

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 100 90 Normal Punch 0.2 2 3
0 1 2 30 0 100 90 Normal Punch 0.2 2 3
0 2 2 60 0 100 270 Normal Punch 0.2 2 3

Frames:24-25

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 40 0 100 90 Normal Punch 0.2 2 3
0 1 2 30 0 100 90 Normal Punch 0.2 2 3
0 2 2 60 0 100 270 Normal Punch 0.2 2 3

Frames:28-29

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 2 10 220 361 Normal Punch 2 2 7
0 1 2 10 220 361 Normal Punch 2 2 7
0 2 2 10 220 361 Normal Punch 2 2 7

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 6 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 30, kbg: 100, shield_damage: 0, bkb: 0, 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: 0.2, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(2.0)
    5. DeleteAllHitBoxes
    6. SyncWait(2.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 220, shield_damage: 0, bkb: 10, size: 3.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 220, shield_damage: 0, bkb: 10, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 220, shield_damage: 0, bkb: 10, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 2.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(34.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(3.0)
    2. SoundVoiceLow
    3. SoundEffect1(5626)
    4. SyncWait(1.0)
    5. SoundEffect1(112)
    6. SyncWait(9.0)
    7. SoundEffect1(5626)
    8. SyncWait(1.0)
    9. SoundEffect1(112)

    Other

    1. AsyncWait(4.0)
    2. RumbleLoop { unk1: 2, unk2: 30 }