Brawl - Pikachu - Subaction - AttackAirF

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Stats

IASA: None
Auto Cancel Window: 1-9, 35-40
Auto Cancel Lag: 2
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 10-12, 14-16, 18-20, 22-24, 26
Hitbox set 0 hits: 10, 14, 18, 22, 26
Subaction Index: 0x63

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:10-12

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 2 40 20 74 Electric Shock 0.7 2 2
0 1 2 40 20 74 Electric Shock 0.7 2 2

Frames:14-16

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 2 40 20 74 Electric Shock 0.7 2 2
0 1 2 40 20 74 Electric Shock 0.7 2 2

Frames:18-20

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 2 40 20 74 Electric Shock 0.7 2 2
0 1 2 40 20 74 Electric Shock 0.7 2 2

Frames:22-24

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 2 40 20 74 Electric Shock 0.7 2 2
0 1 2 40 20 74 Electric Shock 0.7 2 2

Frame:26

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 3 70 90 50 Electric Shock 0.7 3 2
0 1 3 70 90 50 Electric Shock 0.7 3 2

Scripts

Main

  1. AsyncWait(9.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 74, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 2.2, z_offset: 0.5, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 74, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 40, size: 5.0, 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: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(3.0)
    4. DeleteAllHitBoxes
    5. SyncWait(1.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 8.0, x_offset: 0.0, y_offset: 2.2, z_offset: 0.5, tripping_rate: 0.0, hitlag_mult: 0.7, sdi_mult: 1.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 5, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 50, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 7.0, 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: Electric, unk1: false, sound_level: 1, unk2: false, sound: Shock, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. DeleteAllHitBoxes
  8. SyncWait(8.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 19, bone: 33, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 5.0, random_y_offset: 5.0, random_z_offset: 5.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: false })
    2. SyncWait(5.0)

SFX

  1. AsyncWait(2.0)
  2. SoundVoiceLow
  3. SyncWait(7.0)
  4. SoundEffect1(3297)

Other

  1. AsyncWait(10.0)
  2. RumbleLoop { unk1: 2, unk2: 18 }