Brawl - King Dedede - Subaction - AttackAirF

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Stats

IASA: 37
Auto Cancel Window: 1-4, 35-42
Auto Cancel Lag: 2
Landing Lag: 30
Landing Lag (L-Cancel): 15
Hitboxes active: 16-18
Hitbox set 0 hits: 16
Subaction Index: 0x63

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:16-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 15 90 361 Normal Thwomp 8 8
0 1 15 15 90 361 Normal Thwomp 8 8
0 2 15 15 90 361 Normal Thwomp 8 8
0 3 15 15 90 361 Normal Thwomp 8 8

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(15.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 15, size: 7.5, x_offset: -2.0, y_offset: 0.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 15, size: 4.0, x_offset: -6.0, y_offset: -3.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 15, size: 4.0, x_offset: -12.0, y_offset: -3.0, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 56, hitbox_id: 3, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 15, size: 4.0, x_offset: -18.0, y_offset: -3.0, z_offset: -1.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Thwomp, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(18.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(34.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  12. AsyncWait(36.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(13.0)
  2. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(5), Value(3), Value(56), Scalar(0.0), Scalar(0.0), Scalar(-3.0), Value(56), Scalar(3.5), Scalar(3.5), Scalar(0.0), Bool(true), Value(0), Value(0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Value(8), Value(2), Scalar(8.0)] }
  3. AsyncWait(20.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(953)
  3. UnknownEvent { namespace: 0xc, code: 0x1e, unk1: 0x0, arguments: [] }
  4. SyncWait(11.0)
  5. SoundEffect1(954)

Other

  1. AsyncWait(13.0)
  2. Rumble { unk1: 17, unk2: 0 }