Brawl - R.O.B - Subaction - AttackAirB

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Stats

IASA: None
Auto Cancel Window: 26-40
Auto Cancel Lag: 2
Landing Lag: 12
Landing Lag (L-Cancel): 6
Hitboxes active: 11-25
Hitbox set 0 hits: 11
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:11-25

Set ID Dmg BKB KBG Angle Effect Sound Direct Shieldstun Hitlag Targets
0 0 11 30 100 35 Flame Burn false 6 7
0 1 11 30 100 35 Flame Burn false 6 7
0 2 11 30 100 35 Flame Burn false 6 7

Scripts

Main

  1. DisableMovement(DisableHorizontal)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(10.0)
  4. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(1.2), Scalar(0.1), Scalar(0.0), Value(1)] }
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 35, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 7.0, x_offset: 0.0, y_offset: 6.0, z_offset: -10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 35, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 35, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: 6.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Explosive, clang: true, unk5: true, direct: false, unk6: 0 })
  8. AsyncWait(15.0)
  9. DisableMovement2(DisableHorizontal)
  10. AsyncWait(25.0)
  11. DeleteAllHitBoxes
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 3, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. AsyncWait(6.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 4, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  4. AsyncWait(9.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 36, graphic: 5, bone: 96, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: -90.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(10.0)
  2. SoundVoiceLow
  3. SoundEffect1(5939)

Other

  1. AsyncWait(10.0)
  2. ScreenShake { magnitude: 0 }
  3. AsyncWait(11.0)
  4. Rumble { unk1: 13, unk2: 0 }