Brawl - Yoshi - Subaction - AttackAirLw

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Stats

IASA: 53
Auto Cancel Window: 1-13, 50-60
Auto Cancel Lag: 2
Landing Lag: 24
Landing Lag (L-Cancel): 12
Hitboxes active: 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40
Hitbox set 0 hits: 16, 18, 20, 22, 24, 26, 28, 30, 32, 34, 36, 38, 40, 42
Subaction Index: 0x66

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:16

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 5 80 270 Normal Kick 1.1 1.4 3 4
0 1 2 5 80 260 Normal Kick 1.1 1.4 2 4
0 2 2 5 80 280 Normal Kick 1.1 1.4 2 4

Frame:18

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 5 80 270 Normal Kick 1.1 1.4 3 4
0 1 2 5 80 260 Normal Kick 1.1 1.4 2 4
0 2 2 5 80 280 Normal Kick 1.1 1.4 2 4

Frame:20

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 5 80 270 Normal Kick 1.1 1.4 3 4
0 1 2 5 80 260 Normal Kick 1.1 1.4 2 4
0 2 2 5 80 280 Normal Kick 1.1 1.4 2 4

Frame:22

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 5 80 270 Normal Kick 1.1 1.4 3 4
0 1 2 5 80 260 Normal Kick 1.1 1.4 2 4
0 2 2 5 80 280 Normal Kick 1.1 1.4 2 4

Frame:24

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 5 80 270 Normal Kick 1.1 1.4 3 4
0 1 2 5 80 260 Normal Kick 1.1 1.4 2 4
0 2 2 5 80 280 Normal Kick 1.1 1.4 2 4

Frame:26

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 5 80 270 Normal Kick 1.1 1.4 3 4
0 1 2 5 80 260 Normal Kick 1.1 1.4 2 4
0 2 2 5 80 280 Normal Kick 1.1 1.4 2 4

Frame:28

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 3 5 80 270 Normal Kick 1.1 1.4 3 4
0 1 2 5 80 260 Normal Kick 1.1 1.4 2 4
0 2 2 5 80 280 Normal Kick 1.1 1.4 2 4

Frame:30

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 5 100 270 Normal Kick 1.1 1.4 2 4
0 1 1 5 100 260 Normal Kick 1.1 1.4 2 3
0 2 1 5 100 280 Normal Kick 1.1 1.4 2 3

Frame:32

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 5 100 270 Normal Kick 1.1 1.4 2 4
0 1 1 5 100 260 Normal Kick 1.1 1.4 2 3
0 2 1 5 100 280 Normal Kick 1.1 1.4 2 3

Frame:34

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 5 100 270 Normal Kick 1.1 1.4 2 4
0 1 1 5 100 260 Normal Kick 1.1 1.4 2 3
0 2 1 5 100 280 Normal Kick 1.1 1.4 2 3

Frame:36

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 5 100 270 Normal Kick 1.1 1.4 2 4
0 1 1 5 100 260 Normal Kick 1.1 1.4 2 3
0 2 1 5 100 280 Normal Kick 1.1 1.4 2 3

Frame:38

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 5 100 270 Normal Kick 1.1 1.4 2 4
0 1 1 5 100 260 Normal Kick 1.1 1.4 2 3
0 2 1 5 100 280 Normal Kick 1.1 1.4 2 3

Frame:40

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 2 5 100 270 Normal Kick 1.1 1.4 2 4
0 1 1 5 100 260 Normal Kick 1.1 1.4 2 3
0 2 1 5 100 280 Normal Kick 1.1 1.4 2 3

Scripts

Main

  1. AsyncWait(13.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 7 times:
    1. SyncWait(1.0)
    2. DeleteAllHitBoxes
    3. SyncWait(1.0)
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 270, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 5, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.4, 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 })
    5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 260, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 5, size: 4.5, x_offset: 0.0, y_offset: 1.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.4, 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 280, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 5, size: 4.5, x_offset: 0.0, y_offset: 1.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.4, 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. loop 7 times:
    1. SyncWait(1.0)
    2. DeleteAllHitBoxes
    3. SyncWait(1.0)
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.4, 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 })
    5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 260, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 4.5, x_offset: 0.0, y_offset: 1.0, z_offset: 7.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.4, 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 280, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 5, size: 4.5, x_offset: 0.0, y_offset: 1.0, z_offset: -3.0, tripping_rate: 0.0, hitlag_mult: 1.1, sdi_mult: 1.4, 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 })
  5. DeleteAllHitBoxes
  6. AsyncWait(49.0)
  7. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  8. AsyncWait(52.0)
  9. AllowInterrupts

GFX

    SFX

    1. SoundEffectStop(1169)
    2. AsyncWait(15.0)
    3. SoundVoiceLow
    4. SoundEffect1(3011)
    5. SyncWait(7.0)
    6. SoundEffect1(3011)
    7. SyncWait(7.0)
    8. SoundEffect1(3011)
    9. SyncWait(6.0)
    10. SoundEffect1(3011)
    11. SyncWait(6.0)
    12. SoundEffect1(3011)
    13. SyncWait(6.0)
    14. SoundEffect1(3011)

    Other

    1. AsyncWait(19.0)
    2. RumbleLoop { unk1: 2, unk2: 33 }