Brawl - Bowser - Subaction - SpecialHi

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 |

Stats

IASA: None
Fully Intangible: 1-5
Hitboxes active: 6-39
Hitbox set 0 hits: 6, 8
Subaction Index: 0x1d4

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 BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 11 70 80 80 Normal Burn 3 6 7
0 1 11 70 80 80 Normal Burn 3 6 7

Frames:8-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 80 50 90 Slash Slash 4 4
0 1 5 80 50 90 Slash Slash 4 4

Frames:24-39

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 50 50 70 Slash Slash 3 4
0 1 3 50 50 70 Slash Slash 3 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(5.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  4. ChangeHurtBoxStateAll { state: Normal }
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 3, bkb: 70, size: 9.5, x_offset: 0.0, y_offset: 7.6, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 3, bkb: 70, size: 9.5, x_offset: 0.0, y_offset: 7.6, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(6.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  9. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  10. AsyncWait(7.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  12. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  13. DeleteAllHitBoxes
  14. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 5.8, x_offset: 0.0, y_offset: 7.6, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 5.8, x_offset: 0.0, y_offset: 7.6, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(4.0)
  15. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 50, size: 5.8, x_offset: 0.0, y_offset: 7.6, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 50, size: 5.8, x_offset: 0.0, y_offset: 7.6, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(4.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(50.0)
  18. BoolVariableSetFalse { variable: RandomAccessBool(EnableJabLoop) }
  19. BoolVariableSetFalse { variable: RandomAccessBool(EnableGlide) }
  20. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(true), Value(1)] }
  21. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  22. AsyncWait(81.0)
  23. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  24. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(true), Value(1)] }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 3, 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, randomize: None, terminate_with_animation: true })
  2. AsyncWait(6.0)
  3. GraphicEffect(GraphicEffect { graphic: 14, 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 })
  4. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 51, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 0.0, scale: 1.2, 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 })
    2. SyncWait(2.0)
  5. GraphicEffect(GraphicEffect { graphic: 14, 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 })
  6. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 51, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 0.0, scale: 1.2, 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 })
    2. SyncWait(2.0)
  7. GraphicEffect(GraphicEffect { graphic: 14, 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 })
  8. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 51, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 0.0, scale: 1.2, 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 })
    2. SyncWait(2.0)
  9. AsyncWait(52.0)
  10. GraphicEffect(GraphicEffect { graphic: 14, 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: 1.25, 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(6.0)
  2. SoundEffect1(3755)
  3. SyncWait(5.0)
  4. SoundEffect1(3756)
  5. SyncWait(5.0)
  6. SoundEffect1(3757)
  7. SyncWait(5.0)
  8. SoundEffect1(3758)
  9. SyncWait(5.0)
  10. SoundEffect1(3759)
  11. SyncWait(5.0)
  12. SoundEffect1(3759)
  13. SyncWait(5.0)
  14. SoundEffect1(3758)
  15. SyncWait(5.0)
  16. SoundEffect1(3757)
  17. SyncWait(5.0)
  18. SoundEffect1(3756)
  19. SyncWait(10.0)
  20. SoundEffect1(3850)
  21. SyncWait(5.0)
  22. SoundEffect1(3848)

Other

  1. UnknownEvent { namespace: 0x18, code: 0x1, unk1: 0x0, arguments: [Value(1), Value(6), Bool(true)] }
  2. AsyncWait(4.0)
  3. RumbleLoop { unk1: 2, unk2: 50 }
  4. AsyncWait(5.0)
  5. ItemVisibility(false)
  6. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  7. AsyncWait(7.0)
  8. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }
  9. AsyncWait(49.0)
  10. ItemVisibility(true)
  11. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }
  12. AsyncWait(51.0)
  13. Rumble { unk1: 4, unk2: 0 }
  14. AsyncWait(52.0)
  15. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }