Brawl - Pit - Subaction - AttackAirLw

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Stats

IASA: 37
Auto Cancel Window: 1-6, 36-55
Auto Cancel Lag: 2
Landing Lag: 30
Landing Lag (L-Cancel): 15
Hitboxes active: 10-12
Hitbox set 0 hits: 10
Subaction Index: 0x66

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 50 80 80 Slash Slash 7 7
0 1 12 40 80 60 Slash Slash 7 7

Frames:11-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 50 80 80 Slash Slash 7 7
0 1 12 40 80 60 Slash Slash 7 7
0 2 12 40 80 70 Slash Slash 7 7

Scripts

Main

  1. ModelChanger { reference: 1, switch_index: 1, bone_group_index: 0 }
  2. AsyncWait(6.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  4. AsyncWait(9.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 50, size: 6.0, x_offset: 0.0, y_offset: -2.4, 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 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 60, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: -8.8, 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 })
  7. SyncWait(1.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 70, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 8.8, 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. SyncWait(2.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(35.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. AsyncWait(36.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. SwordGlow(SwordGlow { color: 3, blur_length: 3, point1_bone: 47, point1_x_offset: 0.8, point1_y_offset: 0.0, point1_z_offset: -0.75, point2_bone: 47, point2_x_offset: -1.85, point2_y_offset: 0.0, point2_z_offset: -8.199984, delete_after_subaction: true, graphic_id: 1572865, bone_id: 47, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 180.0, glow_length: 1.0 })
  3. AsyncWait(18.0)
  4. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(9.0)
  2. SoundVoiceOttotto
  3. SoundEffect1(652)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 17, unk2: 0 }