Brawl - Link - Subaction - AttackAirF
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
31 |
32 |
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
Stats
IASA: |
None |
Auto Cancel Window: |
51 |
Auto Cancel Lag: |
2 |
Landing Lag: |
10 |
Landing Lag (L-Cancel): |
5 |
Hitboxes active: |
14-15, 26-27 |
Hitbox set 0 hits: |
14, 26 |
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:14-15
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Clang |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
9 |
5 |
100 |
361 |
Slash |
Slash |
true |
6 |
6 |
|
0 |
1 |
9 |
5 |
100 |
361 |
Slash |
Slash |
true |
6 |
6 |
|
0 |
2 |
9 |
5 |
100 |
361 |
Slash |
Slash |
false |
6 |
6 |
|
0 |
3 |
9 |
5 |
100 |
361 |
Slash |
Slash |
false |
6 |
6 |
|
Frames:26-27
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Clang |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
12 |
20 |
110 |
361 |
Slash |
Slash |
true |
7 |
7 |
|
0 |
1 |
12 |
20 |
110 |
361 |
Slash |
Slash |
true |
7 |
7 |
|
0 |
2 |
12 |
20 |
110 |
361 |
Slash |
Slash |
false |
7 |
7 |
|
0 |
3 |
12 |
20 |
110 |
361 |
Slash |
Slash |
false |
7 |
7 |
|
Scripts
Main
- BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
- AsyncWait(13.0)
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 5.0, x_offset: 0.0, y_offset: 12.0, z_offset: 18.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 7.0, x_offset: 0.0, y_offset: 12.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 4.0, x_offset: 0.0, y_offset: 12.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 4.0, x_offset: 0.0, y_offset: 12.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- AsyncWait(25.0)
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 20, size: 5.0, x_offset: 0.0, y_offset: 12.0, z_offset: 16.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 20, size: 7.0, x_offset: 0.0, y_offset: 12.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 12.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
- CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 110, shield_damage: 0, bkb: 20, size: 4.0, x_offset: 0.0, y_offset: 12.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: false, direct: true, unk6: 0 })
- SyncWait(2.0)
- DeleteAllHitBoxes
- AsyncWait(50.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
GFX
- AsyncWait(12.0)
- SwordGlow(SwordGlow { color: 1, blur_length: 4, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
- AsyncWait(15.0)
- DeleteSwordGlow { fade_time: 1 }
- AsyncWait(24.0)
- SwordGlow(SwordGlow { color: 1, blur_length: 4, point1_bone: 26, point1_x_offset: 2.0, point1_y_offset: 0.0, point1_z_offset: 0.0, point2_bone: 26, point2_x_offset: 12.0, point2_y_offset: 0.0, point2_z_offset: 0.0, delete_after_subaction: true, graphic_id: 196609, bone_id: 26, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, glow_length: 1.0 })
- AsyncWait(29.0)
- DeleteSwordGlow { fade_time: 1 }
SFX
- AsyncWait(13.0)
- SoundEffect1(496)
- SyncWait(12.0)
- SoundEffect1(494)
Other
- AsyncWait(12.0)
- Rumble { unk1: 17, unk2: 0 }
- AsyncWait(24.0)
- Rumble { unk1: 17, unk2: 0 }