Brawl - Samus - Subaction - AttackAirF

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Stats

IASA: 56
Auto Cancel Window: 47-60
Auto Cancel Lag: 2
Landing Lag: 9
Landing Lag (L-Cancel): 4
Hitboxes active: 7-8, 13-14, 19-20, 25-26, 30-31
Hitbox set 0 hits: 7, 13, 19, 25, 30
Subaction Index: 0x63

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:7-8

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 20 100 85 Flame Burn 3 4
0 1 4 20 100 85 Flame Burn 3 4
0 2 4 20 100 85 Flame Burn 3 4

Frames:13-14

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 18 100 80 Flame Burn 3 4
0 1 3 5 18 100 80 Flame Burn 3 4
0 2 3 5 18 100 80 Flame Burn 3 4

Frames:19-20

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 18 100 80 Flame Burn 3 4
0 1 3 5 18 100 80 Flame Burn 3 4
0 2 3 5 18 100 80 Flame Burn 3 4

Frames:25-26

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 5 18 100 80 Flame Burn 3 4
0 1 3 5 18 100 80 Flame Burn 3 4
0 2 3 5 18 100 80 Flame Burn 3 4

Frames:30-31

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 40 100 361 Flame Burn 4 4
0 1 5 40 100 361 Flame Burn 4 4
0 2 5 40 100 361 Flame Burn 4 4

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. AsyncWait(6.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.3, x_offset: 4.0, y_offset: 0.0, z_offset: 0.0, 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: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 4.7, x_offset: -2.0, y_offset: 0.0, z_offset: 0.0, 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: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 85, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 7.5, x_offset: -9.0, y_offset: 0.0, z_offset: 0.0, 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: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes
  8. loop 3 times:
    1. SyncWait(4.0)
    2. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 5, kbg: 100, shield_damage: 0, bkb: 18, size: 4.3, x_offset: 4.0, y_offset: 0.0, z_offset: 0.0, 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: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 5, kbg: 100, shield_damage: 0, bkb: 18, size: 4.7, x_offset: -2.0, y_offset: 0.0, z_offset: 0.0, 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: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 5, kbg: 100, shield_damage: 0, bkb: 18, size: 7.5, x_offset: -9.0, y_offset: 0.0, z_offset: 0.0, 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: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
  9. SyncWait(3.0)
  10. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.0, x_offset: 4.0, y_offset: 0.0, z_offset: 0.0, 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: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 5.0, x_offset: -2.0, y_offset: 0.0, z_offset: 0.0, 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: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 8.0, x_offset: -9.0, y_offset: 0.0, z_offset: 0.0, 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: true, unk6: 0 })
  13. SyncWait(2.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(46.0)
  16. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  17. AsyncWait(55.0)
  18. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 2, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -7.4, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  3. AsyncWait(12.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 2, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -7.4, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  5. AsyncWait(18.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 2, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -7.4, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  7. AsyncWait(24.0)
  8. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 2, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -7.4, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
  9. AsyncWait(30.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 4, graphic: 2, bone: 43, x_offset: 0.0, y_offset: 0.0, z_offset: -7.4, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 0.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 0.0, random_z_rotation: 0.0 }), terminate_with_animation: true })

SFX

  1. AsyncWait(6.0)
  2. SoundVoiceLow
  3. SoundEffect1(2808)
  4. SyncWait(6.0)
  5. SoundEffect1(2808)
  6. SyncWait(6.0)
  7. SoundEffect1(2808)
  8. SyncWait(6.0)
  9. SoundEffect1(2808)
  10. SyncWait(5.0)
  11. SoundEffect1(2808)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 17, unk2: 0 }
  3. AsyncWait(12.0)
  4. Rumble { unk1: 17, unk2: 0 }
  5. AsyncWait(18.0)
  6. Rumble { unk1: 17, unk2: 0 }
  7. AsyncWait(24.0)
  8. Rumble { unk1: 17, unk2: 0 }