Brawl - R.O.B - Subaction - AttackAirHi

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Stats

IASA: None
Auto Cancel Window: 36-52
Auto Cancel Lag: 2
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 7, 9, 13, 17, 26
Hitbox set 0 hits: 7, 9, 13, 17, 26
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.

Frame:7

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 10 80 96 Normal Punch 3 4
0 1 4 10 80 96 Normal Punch 3 4
0 2 5 10 80 96 Normal Punch 4 4

Frame:9

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 10 80 96 Normal Punch 3 4
0 1 4 10 80 96 Normal Punch 3 4
0 2 5 10 80 96 Normal Punch 4 4

Frame:13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 10 80 96 Normal Punch 3 4
0 1 4 10 80 96 Normal Punch 3 4
0 2 5 10 80 96 Normal Punch 4 4

Frame:17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 10 80 96 Normal Punch 3 4
0 1 4 10 80 96 Normal Punch 3 4
0 2 5 10 80 96 Normal Punch 4 4

Frame:26

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 60 120 60 Normal Punch 3 4
0 1 3 60 120 60 Normal Punch 3 4
0 2 3 60 120 60 Normal Punch 3 4

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. AsyncWait(6.0)
  3. Subroutine(0x142b0)
  4. AsyncWait(8.0)
  5. Subroutine(0x142b0)
  6. AsyncWait(12.0)
  7. Subroutine(0x142b0)
  8. AsyncWait(16.0)
  9. Subroutine(0x142b0)
  10. AsyncWait(25.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 60, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 60, size: 5.0, x_offset: 0.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 60, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 60, size: 4.0, x_offset: 0.0, y_offset: 18.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 60, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 60, size: 8.0, x_offset: 0.0, y_offset: 24.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  14. SyncWait(1.0)
  15. DeleteAllHitBoxes
  16. AsyncWait(35.0)
  17. 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. 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 })

SFX

  1. AsyncWait(1.0)
  2. SoundVoiceLow
  3. SoundEffect1(5986)
  4. SyncWait(5.0)
  5. SoundEffect1(6032)
  6. SyncWait(2.0)
  7. SoundEffect1(6032)
  8. SyncWait(4.0)
  9. SoundEffect1(6032)
  10. SyncWait(4.0)
  11. SoundEffect1(6032)
  12. SyncWait(9.0)
  13. SoundEffect1(6032)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 16, unk2: 0 }
  3. AsyncWait(11.0)
  4. Rumble { unk1: 16, unk2: 0 }
  5. AsyncWait(17.0)
  6. Rumble { unk1: 16, unk2: 0 }
  7. AsyncWait(24.0)
  8. Rumble { unk1: 16, unk2: 0 }