Brawl - Lucas - Subaction - AttackAirN

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Stats

IASA: 40
Auto Cancel Window: 1-4, 28-45
Auto Cancel Lag: 2
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 5, 8, 11, 14, 17, 20, 23, 26
Hitbox set 0 hits: 5, 8, 11, 14, 17, 20, 23, 26
Subaction Index: 0x62

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:5

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 70 105 Electric MagicZap false 0.5 2 1

Frame:8

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 70 105 Electric MagicZap false 0.5 2 1

Frame:11

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 70 105 Electric MagicZap false 0.5 2 1

Frame:14

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 70 105 Electric MagicZap false 0.5 2 1

Frame:17

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 70 105 Electric MagicZap false 0.5 2 1

Frame:20

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 70 105 Electric MagicZap false 0.5 2 1

Frame:23

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 2 20 70 105 Electric MagicZap false 0.5 2 1

Frame:26

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult Shieldstun Hitlag Targets
0 0 3 70 140 361 Electric MagicZap false 0.5 3 2

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 7 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 38, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 105, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 20, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: false, direct: true, unk6: 0 })
    2. SyncWait(1.0)
    3. DeleteAllHitBoxes
    4. SyncWait(2.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 38, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 140, shield_damage: 0, bkb: 70, size: 8.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 2, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Pk, clang: false, unk5: false, direct: true, unk6: 0 })
  5. SyncWait(1.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(27.0)
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  9. AsyncWait(39.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 20, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: None, terminate_with_animation: true })
  3. AsyncWait(16.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 27, graphic: 2, bone: 20, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 135.0, scale: 1.5, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(4.0)
  2. SoundVoiceLow
  3. SoundEffect1(5131)
  4. SyncWait(3.0)
  5. SoundEffect1(5131)
  6. SyncWait(3.0)
  7. SoundEffect1(5131)
  8. SyncWait(3.0)
  9. SoundEffect1(5131)
  10. SyncWait(3.0)
  11. SoundEffect1(5131)
  12. SyncWait(3.0)
  13. SoundEffect1(5131)
  14. SyncWait(3.0)
  15. SoundEffect1(5131)
  16. SyncWait(3.0)
  17. SoundEffect1(5131)

Other

  1. AsyncWait(5.0)
  2. Rumble { unk1: 12, unk2: 0 }