Brawl - Charizard - Subaction - AttackS4S_1

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Stats

IASA: None
Fully Intangible: 6-9
Hitboxes active: 6-13
Hitbox set 0 hits: 6
Hitbox set 1 hits: 11
Subaction Index: 0x58

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:6

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 5 80 0 100 25 Normal Punch 0.2 4 4

Frame:7

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 5 60 0 100 30 Normal Punch 0.2 4 4

Frames:8-10

Set ID Dmg WDSK BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 5 40 0 100 45 Normal Punch 0.2 4 4

Frames:11-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
1 0 17 40 98 45 Normal Punch 9 9
1 1 17 40 98 40 Normal Punch 9 9
1 2 17 40 98 35 Normal Punch 9 9
1 3 17 40 98 361 Normal Punch 9 9

Scripts

Main

  1. AsyncWait(5.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 25, wdsk: 80, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 7.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  4. AsyncWait(6.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 30, wdsk: 60, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 7.0, z_offset: 2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(7.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 2, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 45, wdsk: 40, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 7.0, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 0.2, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 })
  8. AsyncWait(9.0)
  9. ChangeHurtBoxStateAll { state: Normal }
  10. AsyncWait(10.0)
  11. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 0, set_id: 1, damage: Constant(17.0), trajectory: 45, wdsk: 0, kbg: 98, 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: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 1, set_id: 1, damage: Constant(17.0), trajectory: 40, wdsk: 0, kbg: 98, 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: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  13. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 2, set_id: 1, damage: Constant(17.0), trajectory: 35, wdsk: 0, kbg: 98, 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: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  14. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 3, set_id: 1, damage: Constant(17.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 40, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 3.5, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  15. AsyncWait(13.0)
  16. DeleteAllHitBoxes

GFX

  1. AsyncWait(16.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 4, bone: 33, x_offset: 1.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.5, randomize: None, terminate_with_animation: true })
  3. GraphicEffect(GraphicEffect { graphic: 39, 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 })
  4. AsyncWait(25.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 30, graphic: 4, bone: 33, x_offset: 1.0, y_offset: -2.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(5.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(168)
  4. SyncWait(3.0)
  5. SoundEffect1(5490)
  6. SyncWait(3.0)
  7. SoundEffect1(5417)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(10.0)
  3. ScreenShake { magnitude: 0 }
  4. AsyncWait(11.0)
  5. Rumble { unk1: 12, unk2: 0 }