Brawl - Pikachu - Subaction - AttackAirF
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40 |
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
- AsyncWait(9.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
- loop 4 times:
- 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 })
- 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 })
- SyncWait(3.0)
- DeleteAllHitBoxes
- SyncWait(1.0)
- 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 })
- 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 })
- SyncWait(1.0)
- DeleteAllHitBoxes
- SyncWait(8.0)
- BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
GFX
- loop 5 times:
- 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 })
- SyncWait(5.0)
SFX
- AsyncWait(2.0)
- SoundVoiceLow
- SyncWait(7.0)
- SoundEffect1(3297)
Other
- AsyncWait(10.0)
- RumbleLoop { unk1: 2, unk2: 18 }