Brawl - Pit - Subaction - AttackAirHi

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Stats

IASA: None
Auto Cancel Window: 1-4, 37-45
Auto Cancel Lag: 2
Landing Lag: 30
Landing Lag (L-Cancel): 15
Hitboxes active: 9-10, 12-13, 15-16, 18-19, 21-22, 24-25
Hitbox set 0 hits: 9, 12, 15, 18, 21, 24
Subaction Index: 0x65

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 WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 80 0 100 90 Slash Slash 1.3 2 3
0 1 2 60 0 100 165 Slash Slash 1.3 2 3
0 2 2 60 0 100 165 Slash Slash 1.3 2 3
0 3 2 20 0 100 270 Slash Slash 1.3 2 3

Frames:12-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 80 0 100 90 Slash Slash 1.3 2 3
0 1 2 60 0 100 165 Slash Slash 1.3 2 3
0 2 2 60 0 100 165 Slash Slash 1.3 2 3
0 3 2 20 0 100 270 Slash Slash 1.3 2 3

Frames:15-16

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 80 0 100 90 Slash Slash 1.3 2 3
0 1 2 60 0 100 165 Slash Slash 1.3 2 3
0 2 2 60 0 100 165 Slash Slash 1.3 2 3
0 3 2 20 0 100 270 Slash Slash 1.3 2 3

Frames:18-19

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 80 0 100 90 Slash Slash 1.3 2 3
0 1 2 60 0 100 165 Slash Slash 1.3 2 3
0 2 2 60 0 100 165 Slash Slash 1.3 2 3
0 3 2 20 0 100 270 Slash Slash 1.3 2 3

Frames:21-22

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 80 0 100 90 Slash Slash 1.3 2 3
0 1 2 60 0 100 165 Slash Slash 1.3 2 3
0 2 2 60 0 100 165 Slash Slash 1.3 2 3
0 3 2 20 0 100 270 Slash Slash 1.3 2 3

Frames:24-25

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 2 5 270 361 Slash Slash 1.3 2 3
0 1 2 5 270 361 Slash Slash 1.3 2 3
0 2 2 5 270 361 Slash Slash 1.3 2 3
0 3 2 5 270 361 Slash Slash 1.3 2 3

Scripts

Main

  1. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 1 }
  2. AsyncWait(4.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(8.0)
  5. loop 5 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 80, kbg: 100, shield_damage: 0, bkb: 0, size: 3.36, x_offset: 0.0, y_offset: 9.6, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 165, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 4.8, x_offset: 0.0, y_offset: 16.8, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 165, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 4.8, x_offset: 0.0, y_offset: 16.8, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 20, kbg: 100, shield_damage: 0, bkb: 0, size: 4.8, x_offset: 0.0, y_offset: 17.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, effect: Slash, unk1: false, sound_level: 0, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Bow, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
    7. SyncWait(1.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 270, shield_damage: 0, bkb: 5, size: 4.0, x_offset: 0.0, y_offset: 9.6, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 270, shield_damage: 0, bkb: 5, size: 5.6, x_offset: 0.0, y_offset: 16.8, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, 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 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 270, shield_damage: 0, bkb: 5, size: 5.6, x_offset: 0.0, y_offset: 16.8, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, 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 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 270, shield_damage: 0, bkb: 5, size: 5.6, x_offset: 0.0, y_offset: 17.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.3, 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 })
  10. SyncWait(2.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(36.0)
  13. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 24, graphic: 3, bone: 76, 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: None, terminate_with_animation: true })

SFX

  1. AsyncWait(2.0)
  2. SyncWait(6.0)
  3. SoundVoiceOttotto
  4. loop 6 times:
    1. SoundEffect1(654)
    2. SyncWait(5.0)

Other

  1. AsyncWait(10.0)
  2. RumbleLoop { unk1: 2, unk2: 20 }