Brawl - Mario - Subaction - AttackAirF

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Stats

IASA: 60
Auto Cancel Window: 1-2, 43-75
Auto Cancel Lag: 2
Landing Lag: 26
Landing Lag (L-Cancel): 13
Hitboxes active: 16-21
Hitbox set 0 hits: 16
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.

Frame:16

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 30 80 361 Normal Punch 7 7

Frames:17-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 20 75 280 Normal Punch 7 8
0 1 13 20 75 280 Normal Punch 7 8

Frames:20-21

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 20 80 361 Normal Punch 6 6
0 1 10 20 80 361 Normal Punch 6 6

Scripts

Main

  1. AsyncWait(2.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(15.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 30, size: 3.0, x_offset: -3.2, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(1.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 280, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 20, size: 4.0, 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: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 280, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 20, size: 4.6, x_offset: -3.2, y_offset: 0.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(3.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 20, size: 4.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 20, size: 4.6, x_offset: -3.2, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(2.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(42.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. AsyncWait(59.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 48, 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: 1.0, 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. SyncWait(15.0)
  2. SoundEffect1(413)
  3. SoundEffect1(53)

Other

  1. AsyncWait(12.0)
  2. Rumble { unk1: 17, unk2: 0 }