Brawl - Peach - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-11, 32-40
Auto Cancel Lag: 2
Landing Lag: 9
Landing Lag (L-Cancel): 4
Hitboxes active: 12-13, 18-19, 24-25, 30-31
Hitbox set 0 hits: 12, 18, 24, 30
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:12-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 13 30 70 Normal Kick 3 4
0 1 3 13 30 70 Normal Kick 3 4

Frames:18-19

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 13 30 70 Normal Kick 3 4
0 1 3 13 30 70 Normal Kick 3 4

Frames:24-25

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 13 30 70 Normal Kick 3 4
0 1 3 13 30 70 Normal Kick 3 4

Frames:30-31

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 40 120 70 Normal Kick 4 4
0 1 5 40 120 70 Normal Kick 4 4

Scripts

Main

  1. AsyncWait(11.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 13, size: 7.6, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, 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 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 0, kbg: 30, shield_damage: 0, bkb: 13, size: 6.5, x_offset: 0.0, y_offset: 4.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(2.0)
    4. DeleteAllHitBoxes
    5. SyncWait(4.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 8.5, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 70, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 7.5, x_offset: 0.0, y_offset: 4.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(10.0)
    2. SoundVoiceLow
    3. SoundEffect1(3863)
    4. SyncWait(1.0)
    5. SoundEffect1(55)
    6. SyncWait(5.0)
    7. SoundEffect1(3863)
    8. SyncWait(1.0)
    9. SoundEffect1(55)
    10. SyncWait(5.0)
    11. SoundEffect1(3863)
    12. SyncWait(1.0)
    13. SoundEffect1(55)
    14. SyncWait(5.0)
    15. SoundEffect1(3863)
    16. SyncWait(1.0)
    17. SoundEffect1(55)

    Other

    1. AsyncWait(11.0)
    2. Rumble { unk1: 0, unk2: 0 }
    3. AsyncWait(17.0)
    4. Rumble { unk1: 0, unk2: 0 }
    5. AsyncWait(24.0)
    6. Rumble { unk1: 0, unk2: 0 }
    7. AsyncWait(29.0)
    8. Rumble { unk1: 0, unk2: 0 }