Brawl - Marth - Subaction - AttackAirB

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Stats

IASA: 40
Auto Cancel Window: 1-5, 32-44
Auto Cancel Lag: 2
Landing Lag: 21
Landing Lag (L-Cancel): 10
Direction Reverse Frames: 6
Hitboxes active: 7-11
Hitbox set 0 hits: 7
Subaction Index: 0x64

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:7-11

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 11 30 85 361 Slash Slash 0.7 6 5
0 1 11 30 85 361 Slash Slash 0.7 6 5
0 2 14 30 90 361 Slash Slash 1.25 8 10

Scripts

Main

  1. AsyncWait(5.0)
  2. ReverseDirection
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(6.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 30, size: 4.6, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 61, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 85, shield_damage: 0, bkb: 30, size: 4.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 65, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 4.8, x_offset: 0.0, y_offset: 0.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.25, 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 })
  8. SyncWait(5.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(31.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  12. AsyncWait(39.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. SwordGlow(SwordGlow { color: 9, blur_length: 4, point1_bone: 65, point1_x_offset: 0.0, point1_y_offset: 0.0, point1_z_offset: 1.6, point2_bone: 65, point2_x_offset: 0.0, point2_y_offset: 0.0, point2_z_offset: 10.75, delete_after_subaction: true, graphic_id: 1179649, bone_id: 65, 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 })
  3. AsyncWait(11.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(6.0)
  2. SoundVoiceLow
  3. SoundEffect1(4441)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 17, unk2: 0 }