Brawl - Ness - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-19, 29-60
Auto Cancel Lag: 2
Landing Lag: 28
Landing Lag (L-Cancel): 14
Hitboxes active: 20-28
Hitbox set 0 hits: 20
Subaction Index: 0x66

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:20-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 90 70 270 Normal Punch 7 7

Frames:24-28

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 90 70 361 Normal Punch 6 6

Scripts

Main

  1. AsyncWait(19.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 270, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 90, size: 6.5424, x_offset: 0.8, y_offset: 0.8, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. SyncWait(4.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 90, size: 6.5424, x_offset: 0.8, y_offset: 0.8, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(5.0)
  7. DeleteAllHitBoxes
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(19.0)
    2. SoundVoiceLow
    3. SoundEffect1(55)

    Other

    1. AsyncWait(20.0)
    2. Rumble { unk1: 18, unk2: 0 }