Brawl - Zelda - Subaction - AttackAirLw

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Stats

IASA: 45
Auto Cancel Window: 40-45
Auto Cancel Lag: 2
Landing Lag: 21
Landing Lag (L-Cancel): 10
Hitboxes active: 14-24
Hitbox set 0 hits: 14
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:14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 16 50 90 270 Electric MagicZap 9 9

Frames:15-24

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 5 90 275 Normal Kick 4 4
0 1 4 0 70 275 Normal Kick 3 4

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  2. AsyncWait(13.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 14, hitbox_id: 0, set_id: 0, damage: Constant(16.0), trajectory: 270, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 50, size: 2.5, 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: Electric, unk1: false, sound_level: 3, unk2: false, sound: MagicZap, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Magic, clang: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(14.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 275, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 5, size: 6.0, 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: 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: 14, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 275, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 0, size: 6.0, 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: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(24.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(39.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  11. AsyncWait(44.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, 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(13.0)
  2. SoundVoiceLow
  3. SoundEffect1(112)
  4. SoundEffect1(4062)

Other

  1. AsyncWait(14.0)
  2. Rumble { unk1: 13, unk2: 0 }