Brawl - Pikachu - Subaction - AttackAirB

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Stats

IASA: None
Auto Cancel Window: 1-3, 50-60
Auto Cancel Lag: 2
Landing Lag: 30
Landing Lag (L-Cancel): 15
Hitboxes active: 4-5, 8-9, 12-13, 16-17, 20-21, 24-25, 28-29, 32-37
Hitbox set 0 hits: 4, 8, 12, 16, 20, 24, 28, 32
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:4-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 40 0 100 150 Normal Kick 2 3
0 1 1 40 0 100 150 Normal Kick 2 3
0 2 1 20 0 100 200 Normal Kick 2 3
0 3 1 20 0 100 200 Normal Kick 2 3

Frames:8-9

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 40 0 100 150 Normal Kick 2 3
0 1 1 40 0 100 150 Normal Kick 2 3
0 2 1 20 0 100 200 Normal Kick 2 3
0 3 1 20 0 100 200 Normal Kick 2 3

Frames:12-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 40 0 100 150 Normal Kick 2 3
0 1 1 40 0 100 150 Normal Kick 2 3
0 2 1 20 0 100 200 Normal Kick 2 3
0 3 1 20 0 100 200 Normal Kick 2 3

Frames:16-17

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 40 0 100 150 Normal Kick 2 3
0 1 1 40 0 100 150 Normal Kick 2 3
0 2 1 20 0 100 200 Normal Kick 2 3
0 3 1 20 0 100 200 Normal Kick 2 3

Frames:20-21

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 40 0 100 150 Normal Kick 2 3
0 1 1 40 0 100 150 Normal Kick 2 3
0 2 1 20 0 100 200 Normal Kick 2 3
0 3 1 20 0 100 200 Normal Kick 2 3

Frames:24-25

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 40 0 100 150 Normal Kick 2 3
0 1 1 40 0 100 150 Normal Kick 2 3
0 2 1 20 0 100 200 Normal Kick 2 3
0 3 1 20 0 100 200 Normal Kick 2 3

Frames:28-29

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 40 0 100 150 Normal Kick 2 3
0 1 1 40 0 100 150 Normal Kick 2 3
0 2 1 20 0 100 200 Normal Kick 2 3
0 3 1 20 0 100 200 Normal Kick 2 3

Frames:32-37

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 40 120 361 Normal Kick 3 4
0 1 4 40 120 361 Normal Kick 3 4
0 2 4 40 120 361 Normal Kick 3 4
0 3 4 40 120 361 Normal Kick 3 4

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 7 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 150, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 2.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 150, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 2.0, z_offset: -7.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 200, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 9.0, z_offset: -5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 3, set_id: 0, damage: Constant(1.0), trajectory: 200, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 9.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
    7. SyncWait(2.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 4.5, x_offset: 0.0, y_offset: 2.0, z_offset: 6.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 4.5, x_offset: 0.0, y_offset: 2.0, z_offset: -7.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: -5.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 9.0, z_offset: 4.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(37.0)
  9. DeleteAllHitBoxes
  10. SyncWait(12.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(3.0)
    2. SoundVoiceLow
    3. SoundEffect1(107)
    4. SyncWait(7.0)
    5. SoundEffect1(107)
    6. SyncWait(7.0)
    7. SoundEffect1(107)
    8. SyncWait(7.0)
    9. SoundEffect1(107)
    10. SyncWait(7.0)
    11. SoundEffect1(107)
    12. SyncWait(7.0)
    13. SoundEffect1(107)

    Other

    1. AsyncWait(4.0)
    2. RumbleLoop { unk1: 2, unk2: 39 }