Brawl - Sheik - Subaction - AttackAirHi

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Stats

IASA: 40
Auto Cancel Window: 1-3, 30-45
Auto Cancel Lag: 2
Landing Lag: 21
Landing Lag (L-Cancel): 10
Hitboxes active: 4-15
Hitbox set 0 hits: 4
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.

Frames:4-6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 15 100 70 Normal Kick 6 7
0 1 11 15 100 70 Normal Kick 6 7

Frames:7-15

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 10 100 60 Normal Kick 4 5
0 1 6 10 100 60 Normal Kick 4 5

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 15, size: 4.5, x_offset: 0.0, y_offset: 0.0, 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: 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(11.0), trajectory: 70, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: 0.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(3.0)
  6. CreateHitBox(HitBoxArguments { bone_index: 11, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.5, x_offset: 0.0, y_offset: 0.0, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 60, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 5.0, x_offset: 0.0, y_offset: 0.0, 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 })
  8. AsyncWait(15.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(29.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  12. AsyncWait(39.0)
  13. AllowInterrupts

GFX

    SFX

    1. AsyncWait(4.0)
    2. SoundVoiceLow
    3. SoundEffect1(4158)
    4. SyncWait(2.0)
    5. SoundEffect1(108)
    6. SyncWait(5.0)
    7. SoundEffect1(108)
    8. SyncWait(5.0)
    9. SoundEffect1(108)
    10. SyncWait(5.0)
    11. SoundEffect1(108)

    Other

    1. AsyncWait(3.0)
    2. RumbleLoop { unk1: 2, unk2: 20 }