Brawl - Mario - Subaction - AttackAirHi

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Stats

IASA: 30
Auto Cancel Window: 1, 16-34
Auto Cancel Lag: 2
Landing Lag: 10
Landing Lag (L-Cancel): 5
Hitboxes active: 4-9
Hitbox set 0 hits: 4
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:4-9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 9 100 45 Normal Kick 6 7
0 1 11 9 100 45 Normal Kick 6 7

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(3.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 9, size: 4.4, x_offset: 0.0, y_offset: 1.2, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 17, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 45, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 9, size: 5.5, x_offset: 0.0, y_offset: 2.2, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(9.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(15.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  10. AsyncWait(29.0)
  11. AllowInterrupts

GFX

    SFX

    1. AsyncWait(3.0)
    2. SoundEffect1(53)

    Other

    1. AsyncWait(4.0)
    2. Rumble { unk1: 18, unk2: 0 }