Brawl - Zelda - Subaction - AttackAirN

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Stats

IASA: None
Auto Cancel Window: 1-5, 38-50
Auto Cancel Lag: 2
Landing Lag: 12
Landing Lag (L-Cancel): 6
Hitboxes active: 6-7, 10-11, 14-15, 18-19, 22-23
Hitbox set 0 hits: 6, 10, 14, 18, 22
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:6-7

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 75 0 100 150 Normal MagicZap false 0 2 3
0 1 2 75 0 100 150 Normal MagicZap false 0 2 3
0 2 2 120 0 90 90 Normal MagicZap false 0 2 3
0 3 2 50 0 90 270 Normal MagicZap false 0 2 3

Frames:10-11

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 75 0 100 150 Normal MagicZap false 0 2 3
0 1 2 75 0 100 150 Normal MagicZap false 0 2 3
0 2 2 120 0 90 90 Normal MagicZap false 0 2 3
0 3 2 50 0 90 270 Normal MagicZap false 0 2 3

Frames:14-15

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 75 0 100 150 Normal MagicZap false 0 2 3
0 1 2 75 0 100 150 Normal MagicZap false 0 2 3
0 2 2 120 0 90 90 Normal MagicZap false 0 2 3
0 3 2 50 0 90 270 Normal MagicZap false 0 2 3

Frames:18-19

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 2 75 0 100 150 Normal MagicZap false 0 2 3
0 1 2 75 0 100 150 Normal MagicZap false 0 2 3
0 2 2 120 0 90 90 Normal MagicZap false 0 2 3
0 3 2 50 0 90 270 Normal MagicZap false 0 2 3

Frames:22-23

Set ID Dmg BKB KBG Angle Effect Sound Clang SDI Mult Shieldstun Hitlag Targets
0 0 5 40 130 361 Electric MagicZap false 0 4 4
0 1 5 40 130 361 Electric MagicZap false 0 4 4
0 2 5 40 120 361 Electric MagicZap false 0 4 4
0 3 5 40 120 361 Electric MagicZap false 0 4 4

Scripts

Main

  1. AsyncWait(5.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 150, wdsk: 75, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 12.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 150, wdsk: 75, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 11.0, z_offset: 7.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 90, wdsk: 120, kbg: 90, shield_damage: 0, bkb: 0, size: 4.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, 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: 74, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 270, wdsk: 50, kbg: 90, shield_damage: 0, bkb: 0, size: 4.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(2.0)
    6. DeleteAllHitBoxes
    7. SyncWait(2.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 12.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 11.0, z_offset: 7.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 10, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, 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: 0.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 74, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 120, shield_damage: 0, bkb: 40, 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: 0.0, effect: Electric, unk1: false, sound_level: 1, unk2: false, sound: MagicZap, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Magic, clang: false, unk5: true, direct: true, unk6: 0 })
  8. SyncWait(2.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(37.0)
  11. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  12. AsyncWait(50.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 99, 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: 0.75, randomize: None, terminate_with_animation: true })
  3. AsyncWait(10.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 69, 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: 0.75, randomize: None, terminate_with_animation: true })
  5. AsyncWait(16.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 14, graphic: 1, bone: 99, 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: 0.75, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(5.0)
  2. SoundVoiceLow
  3. SoundEffect1(4064)
  4. SyncWait(1.0)
  5. SoundEffect1(3983)
  6. SyncWait(9.0)
  7. SoundEffect1(4064)
  8. SyncWait(1.0)
  9. SoundEffect1(3983)
  10. SyncWait(9.0)
  11. SoundEffect1(4064)
  12. SyncWait(1.0)
  13. SoundEffect1(3983)
  14. SoundEffect1(3968)

Other

  1. AsyncWait(5.0)
  2. RumbleLoop { unk1: 3, unk2: 25 }