Brawl - R.O.B - Subaction - SpecialAirN

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 |

Stats

IASA: None
Hitboxes active: 25-27
Hitbox set 0 hits: 25
Subaction Index: 0x1cf

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:25-27

Set ID Dmg BKB KBG Angle Effect Sound Clang Direct Shieldstun Hitlag Targets
0 0 7 40 95 361 Flame Burn false false 5 5

Scripts

Main

  1. AsyncWait(1.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  3. AsyncWait(24.0)
  4. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }
  5. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  6. CreateHitBox(HitBoxArguments { bone_index: 77, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 40, size: 7.0, x_offset: 1.2, y_offset: 0.0, z_offset: 7.0, 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: Energy, clang: false, unk5: false, direct: false, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(29.0)
  10. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }

GFX

  1. Goto(SpecialN GFX 0xc488)

SFX

    Other

    1. SlopeContourStand { leg_bone_parent: 9 }
    2. AsyncWait(23.0)
    3. Rumble { unk1: 14, unk2: 0 }
    4. AsyncWait(24.0)
    5. ScreenShake { magnitude: 0 }