Brawl - Zero Suit Samus - Subaction - AttackAirB

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Stats

IASA: None
Auto Cancel Window: 1-3, 31-38
Auto Cancel Lag: 2
Landing Lag: 9
Landing Lag (L-Cancel): 4
Hitboxes active: 8-10
Hitbox set 0 hits: 8
Subaction Index: 0x64

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:8-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 13 33 100 361 Normal Kick 7 8
0 1 12 33 100 361 Normal Kick 7 7
0 2 12 33 100 361 Normal Kick 7 7

Scripts

Main

  1. AsyncWait(3.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  3. AsyncWait(7.0)
  4. CreateHitBox(HitBoxArguments { bone_index: 64, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 33, size: 5.5, 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: 2, 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: 63, hitbox_id: 1, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 33, 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: 1.0, effect: Normal, unk1: false, sound_level: 2, 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: 62, hitbox_id: 2, set_id: 0, damage: Constant(12.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 33, 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: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(3.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(30.0)
  10. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }

GFX

    SFX

    1. AsyncWait(7.0)
    2. SoundEffect1(4996)

    Other

    1. AsyncWait(6.0)
    2. Rumble { unk1: 16, unk2: 0 }
    3. AsyncWait(16.0)
    4. Rumble { unk1: 17, unk2: 0 }