Brawl - Zero Suit Samus - Subaction - AttackAirLw

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Stats

IASA: None
Auto Cancel Window: 1-3, 50-68
Auto Cancel Lag: 2
Landing Lag: 40
Landing Lag (L-Cancel): 20
Hitboxes active: 14-49
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.

Frames:14-49

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 35 90 275 Normal Kick 4 4
0 1 5 35 90 275 Normal Kick 4 4
0 2 4 35 90 361 Normal Kick 3 4
0 3 4 35 90 361 Normal Kick 3 4

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool (0x1f) }
  2. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(0.0), Scalar(0.5), Scalar(0.0), Value(1)] }
  3. DisableMovement(DisableHorizontal)
  4. BoolVariableSetTrue { variable: RandomAccessBool(CharacterFloat) }
  5. AsyncWait(3.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(EnableLandingLag) }
  7. AsyncWait(13.0)
  8. UnknownEvent { namespace: 0xe, code: 0x8, unk1: 0x0, arguments: [Scalar(0.8), Scalar(-4.3), Scalar(0.0), Value(1)] }
  9. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 275, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 35, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 59, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 275, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 35, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 60, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 35, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 59, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 35, 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: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  13. AsyncWait(49.0)
  14. DeleteAllHitBoxes
  15. BoolVariableSetFalse { variable: RandomAccessBool(EnableLandingLag) }
  16. AsyncWait(60.0)
  17. BoolVariableSetFalse { variable: RandomAccessBool(CharacterFloat) }
  18. DisableMovement2(DisableHorizontal)

GFX

  1. AsyncWait(2.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 61, 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: false })

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(4918)
  3. SyncWait(12.0)
  4. SoundEffect1(4917)

Other

  1. AsyncWait(14.0)
  2. Rumble { unk1: 18, unk2: 0 }