Brawl - Samus - Subaction - AttackAirB

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Stats

IASA: None
Auto Cancel Window: 1-8, 32-40
Auto Cancel Lag: 2
Landing Lag: 12
Landing Lag (L-Cancel): 6
Hitboxes active: 9-10
Hitbox set 0 hits: 9
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:9-10

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 10 30 95 361 Normal Kick 1 6 6
0 1 14 42 88 361 Normal Kick 1.1 8 9
0 2 10 30 90 361 Normal Kick 1 6 6

Scripts

Main

  1. AsyncWait(8.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 30, size: 4.2, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 88, shield_damage: 0, bkb: 42, size: 4.8, x_offset: 0.0, y_offset: 6.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 30, size: 2.0, x_offset: 0.0, y_offset: 3.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(31.0)
  9. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(8.0)
    2. SoundVoiceLow
    3. SoundEffect1(2915)
    4. SyncWait(20.0)
    5. SoundEffect1(114)

    Other

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