Brawl - Link - Subaction - AttackAirHi

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Stats

IASA: 60
Auto Cancel Window: 1-10, 47-70
Auto Cancel Lag: 2
Landing Lag: 30
Landing Lag (L-Cancel): 15
Hitboxes active: 11-40
Hitbox set 0 hits: 11
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:11-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 18 85 80 Slash Slash 8 8
0 1 15 18 85 80 Slash Slash 8 8
0 2 15 18 85 80 Slash Slash 8 8

Frames:14-40

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 18 85 80 Slash Slash 7 8
0 1 13 18 85 80 Slash Slash 7 8
0 2 13 18 85 80 Slash Slash 7 8

Scripts

Main

  1. AsyncWait(10.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 80, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 18, size: 4.6, x_offset: 4.5, y_offset: 0.0, z_offset: 0.0, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 29, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 80, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 18, size: 5.2, 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: 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 80, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 18, size: 3.5, 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: 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 })
  6. SyncWait(3.0)
  7. ChangeHitBoxDamage { hitbox_id: 0, new_damage: 13 }
  8. ChangeHitBoxDamage { hitbox_id: 1, new_damage: 13 }
  9. ChangeHitBoxDamage { hitbox_id: 2, new_damage: 13 }
  10. AsyncWait(40.0)
  11. DeleteAllHitBoxes
  12. SyncWait(6.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  14. AsyncWait(59.0)
  15. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 39, x_offset: 0.0, y_offset: 8.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  3. AsyncWait(9.0)
  4. SwordGlow(SwordGlow { color: 1, blur_length: 3, 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 })
  5. AsyncWait(45.0)
  6. DeleteSwordGlow { fade_time: 4 }

SFX

  1. AsyncWait(10.0)
  2. SoundVoiceLow
  3. SoundEffect1(494)

Other

  1. AsyncWait(1.0)
  2. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  3. AsyncWait(8.0)
  4. Rumble { unk1: 19, unk2: 0 }
  5. AsyncWait(62.0)
  6. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 0 }