Brawl - Lucas - Subaction - AttackAirHi

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Stats

IASA: None
Auto Cancel Window: 1, 25-46
Auto Cancel Lag: 2
Landing Lag: 12
Landing Lag (L-Cancel): 6
Hitboxes active: 5-9
Hitbox set 0 hits: 5
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:5-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 10 100 62 Normal Kick 7 8

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(4.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 62, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 7.0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, 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: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(9.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(24.0)
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 0, x_offset: 0.0, y_offset: 20.0, 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 })

SFX

  1. AsyncWait(4.0)
  2. SoundVoiceLow
  3. SoundEffect1(55)
  4. SoundEffect1(109)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 12, unk2: 0 }