Brawl - Pit - Subaction - AttackAirB

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Stats

IASA: None
Auto Cancel Window: 28-39
Auto Cancel Lag: 2
Landing Lag: 15
Landing Lag (L-Cancel): 7
Hitboxes active: 9-25
Hitbox set 0 hits: 9
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:9-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 15 30 100 361 Slash Slash 8 8
0 1 15 30 100 361 Slash Slash 8 8
0 2 15 30 100 361 Slash Slash 8 8

Frames:11-25

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 15 80 361 Slash Slash 5 5
0 1 7 15 80 361 Slash Slash 5 5
0 2 7 15 80 361 Slash Slash 5 5

Scripts

Main

  1. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 1 }
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(8.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: -7.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.0, 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: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: -3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 72, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
  11. AsyncWait(25.0)
  12. DeleteAllHitBoxes
  13. AsyncWait(27.0)
  14. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  15. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 2 }

GFX

  1. AsyncWait(7.0)
  2. SwordGlow(SwordGlow { color: 3, blur_length: 4, point1_bone: 76, point1_x_offset: 0.8, point1_y_offset: 0.0, point1_z_offset: -1.5, point2_bone: 76, point2_x_offset: -1.85, point2_y_offset: 0.0, point2_z_offset: -8.95, delete_after_subaction: true, graphic_id: 1572865, bone_id: 76, x_offset: 0.0, y_offset: 0.0, z_offset: -0.75, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 180.0, glow_length: 1.0 })
  3. AsyncWait(20.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(8.0)
  2. SoundVoiceOttotto
  3. SoundEffect1(654)

Other

  1. AsyncWait(9.0)
  2. Rumble { unk1: 17, unk2: 0 }