Brawl - Diddy Kong - Subaction - Attack11

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Stats

IASA: 18
Hitboxes active: 3-4
Hitbox set 0 hits: 3
Subaction Index: 0x48

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:3-4

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 10 0 100 80 Normal Punch 3 4
0 1 3 10 0 100 60 Normal Punch 3 4
0 2 3 10 0 100 361 Normal Punch 3 4
0 3 3 10 0 100 361 Normal Punch 3 4

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 80, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 0, size: 4.0, x_offset: -5.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 60, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 1.5, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 10, kbg: 100, shield_damage: 0, bkb: 0, size: 2.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  6. AsyncWait(4.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(5.0)
  9. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  10. AsyncWait(13.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool(EnableAutoJab) }
  12. AsyncWait(17.0)
  13. AllowInterrupts

GFX

    SFX

    1. AsyncWait(2.0)
    2. SoundEffect1(5316)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(2.0)
    3. Rumble { unk1: 16, unk2: 0 }