Brawl - Ness - Subaction - AttackAirN

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Stats

IASA: 36
Auto Cancel Window: 1-4, 27-40
Auto Cancel Lag: 2
Landing Lag: 18
Landing Lag (L-Cancel): 9
Hitboxes active: 5-23
Hitbox set 0 hits: 5
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.

Frames:5-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 20 100 361 Normal Punch 6 7
0 1 11 20 100 361 Normal Punch 6 7
0 2 11 20 100 361 Normal Punch 6 7

Frames:13-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 10 100 361 Normal Punch 5 5
0 1 7 10 100 361 Normal Punch 5 5
0 2 7 10 100 361 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.2, x_offset: 0.34, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.2, x_offset: 0.34, 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. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 5.4, 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 })
  6. SyncWait(8.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 50, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.0, x_offset: 0.34, 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 28, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.0, x_offset: 0.34, 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 })
  9. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 5.5, 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. AsyncWait(23.0)
  11. DeleteAllHitBoxes
  12. SyncWait(3.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  14. AsyncWait(35.0)
  15. AllowInterrupts

GFX

    SFX

    1. AsyncWait(4.0)
    2. SoundVoiceLow
    3. SoundEffect1(54)
    4. SyncWait(1.0)
    5. SoundEffect1(109)
    6. SyncWait(12.0)
    7. SoundEffect1(54)
    8. SyncWait(4.0)
    9. SoundEffect1(109)

    Other

    1. AsyncWait(5.0)
    2. Rumble { unk1: 17, unk2: 0 }