Brawl - Wario - Subaction - AttackAirN

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Stats

IASA: None
Auto Cancel Window: 1-3, 44-50
Auto Cancel Lag: 2
Landing Lag: 10
Landing Lag (L-Cancel): 5
Hitboxes active: 4-5, 15-38
Hitbox set 0 hits: 4, 15
Subaction Index: 0x62

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:4-5

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 9 30 100 40 Normal Punch 6 6
0 1 9 30 100 40 Normal Punch 6 6

Frames:15-38

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 20 100 361 Normal Punch 3 4

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(9.0), trajectory: 40, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.5, x_offset: 0.0, y_offset: 5.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 40, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.5, x_offset: 0.0, y_offset: 5.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(5.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(14.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 20, size: 6.0, x_offset: 0.0, y_offset: 6.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  9. AsyncWait(38.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(43.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(1.0)
    2. SoundVoiceLow
    3. loop 3 times:
      1. SyncWait(2.0)
      2. SoundEffect1(110)
      3. SyncWait(5.0)
    4. SoundEffect1(116)

    Other

    1. Rumble { unk1: 17, unk2: 0 }