Brawl - Kirby - Subaction - AttackAirF

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Stats

IASA: 44
Auto Cancel Window: 1-9, 41-50
Auto Cancel Lag: 2
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 10-11, 17-18, 25-26
Hitbox set 0 hits: 10, 17, 25
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:10-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 35 50 45 Normal Kick 3 4
0 1 4 35 50 45 Normal Kick 3 4

Frames:17-18

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 28 30 80 Normal Kick 3 4
0 1 3 28 30 80 Normal Kick 3 4

Frames:25-26

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 30 138 361 Normal Kick 4 4
0 1 5 30 138 361 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(9.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 45, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 35, size: 5.0, x_offset: 0.0, y_offset: 4.2, z_offset: 11.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 45, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 35, size: 4.5, x_offset: 0.0, y_offset: 4.2, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(2.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(16.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 28, size: 5.0, x_offset: 0.0, y_offset: 4.2, z_offset: 11.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 28, size: 4.5, x_offset: 0.0, y_offset: 4.2, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. SyncWait(2.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(24.0)
  13. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 138, shield_damage: 0, bkb: 30, size: 6.5, x_offset: 0.0, y_offset: 4.2, z_offset: 12.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 138, shield_damage: 0, bkb: 30, size: 6.5, x_offset: 0.0, y_offset: 4.2, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  15. SyncWait(2.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(40.0)
  18. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  19. AsyncWait(43.0)
  20. AllowInterrupts

GFX

    SFX

    1. AsyncWait(9.0)
    2. SoundEffect1(55)
    3. SyncWait(7.0)
    4. SoundEffect1(55)
    5. SyncWait(8.0)
    6. SoundEffect1(55)

    Other

    1. AsyncWait(10.0)
    2. Rumble { unk1: 0, unk2: 0 }
    3. AsyncWait(17.0)
    4. Rumble { unk1: 0, unk2: 0 }
    5. AsyncWait(25.0)
    6. Rumble { unk1: 0, unk2: 0 }