Brawl - Zelda - Subaction - AttackAirF

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Stats

IASA: 40
Auto Cancel Window: 1-7, 25-50
Auto Cancel Lag: 2
Landing Lag: 22
Landing Lag (L-Cancel): 11
Hitboxes active: 8-12
Hitbox set 0 hits: 8
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.

Frame:8

Set ID Dmg BKB KBG Angle Effect Sound Clang Hitlag Mult SDI Mult Shieldstun Hitlag Targets
0 0 20 34 95 361 Electric MagicZap false 1.5 0 10 16
0 1 4 5 80 361 Normal Punch true 1 1 3 4
0 2 4 5 80 361 Normal Punch true 1 1 3 4
0 3 4 5 96 361 Normal Punch true 1 1 3 4

Frames:9-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 1 4 5 80 361 Normal Punch 3 4
0 2 4 5 80 361 Normal Punch 3 4
0 3 4 5 96 361 Normal Punch 3 4

Scripts

Main

  1. AsyncWait(7.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 361, wdsk: 0, kbg: 95, shield_damage: 0, bkb: 34, size: 1.7, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.5, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 5, size: 4.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 5, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 96, shield_damage: 0, bkb: 5, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(1.0)
  8. DeleteHitBox(0)
  9. SyncWait(4.0)
  10. DeleteAllHitBoxes
  11. AsyncWait(24.0)
  12. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  13. AsyncWait(39.0)
  14. AllowInterrupts

GFX

  1. AsyncWait(7.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 29, bone: 14, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, 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(2.0)
  2. SoundVoiceLow
  3. SoundEffect1(4062)
  4. SoundEffect1(166)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 18, unk2: 0 }