Brawl - Bowser - Subaction - AttackHi4

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Stats

IASA: 43
Hitboxes active: 7-12, 22
Hitbox set 0 hits: 7, 22
Subaction Index: 0x5d

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:7-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 20 23 80 90 Slash Burn 10 10
0 1 15 23 90 70 Slash Kick 8 8
0 2 15 23 90 120 Slash Kick 8 8

Frame:22

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 12 60 100 90 Normal Kick 7 7
0 1 10 60 100 74 Normal Kick 6 6
0 2 10 60 100 74 Normal Kick 6 6

Scripts

Main

  1. AsyncWait(4.0)
  2. ChangeHurtBoxStateSpecific { bone: 31, state: Invincible }
  3. ChangeHurtBoxStateSpecific { bone: 7, state: Invincible }
  4. AsyncWait(6.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 90, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 23, size: 8.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 23, size: 6.0, x_offset: 0.0, y_offset: 8.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  7. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 2, set_id: 0, damage: Constant(15.0), trajectory: 120, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 23, size: 6.0, x_offset: 0.0, y_offset: 8.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: false, direct: true, unk6: 0 })
  8. AsyncWait(12.0)
  9. DeleteAllHitBoxes
  10. AsyncWait(18.0)
  11. UnchangeHurtBoxStateSpecific
  12. AsyncWait(21.0)
  13. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 0, set_id: 0, damage: Constant(12.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 6.0, x_offset: 0.0, y_offset: 12.0, 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: false, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 74, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 6.0, x_offset: 0.0, y_offset: 9.0, z_offset: 5.0, 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: false, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  15. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 74, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 60, size: 6.0, x_offset: 0.0, y_offset: 9.0, z_offset: -5.0, 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: false, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  16. AsyncWait(22.0)
  17. DeleteAllHitBoxes
  18. AsyncWait(42.0)
  19. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. GraphicEffect(GraphicEffect { graphic: 37, bone: 0, 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, 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 })
  3. AsyncWait(20.0)
  4. GraphicEffect(GraphicEffect { graphic: 41, bone: 0, 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: 1.2, 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. SoundEffectStop(105)
  2. SoundEffect1(1451)
  3. SyncWait(6.0)
  4. SoundEffect1(167)
  5. SoundEffect1(55)
  6. SyncWait(2.0)
  7. SoundEffect1(3808)
  8. SyncWait(13.0)
  9. SoundEffect1(167)
  10. SoundEffect1(55)
  11. SyncWait(2.0)
  12. SoundEffect1(3810)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(6.0)
  3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 2 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 13, unk2: 0 }
  6. AsyncWait(9.0)
  7. AsyncWait(20.0)
  8. Rumble { unk1: 18, unk2: 0 }
  9. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  10. ScreenShake { magnitude: 0 }
  11. AsyncWait(21.0)
  12. AsyncWait(38.0)
  13. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }