Brawl - Diddy Kong - Subaction - AttackHi3

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Stats

IASA: 25
Hitboxes active: 6-12
Hitbox set 0 hits: 6
Subaction Index: 0x54

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:6-12

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 28 130 80 Normal Punch 5 5
0 1 7 28 130 80 Normal Punch 5 5
0 2 7 28 130 80 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 80, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 28, size: 4.5, 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: 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: 23, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 80, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 28, size: 4.8, x_offset: 1.1, 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: 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: 23, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 80, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 28, size: 5.0, x_offset: 5.5, 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: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(12.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(24.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.75, 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(5.0)
  2. SoundVoiceLow
  3. SoundEffect1(5315)
  4. SyncWait(11.0)
  5. SoundEffect1(5311)
  6. SyncWait(5.0)
  7. SoundEffect1(5309)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(6.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(7.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(16.0)
  7. SlopeContourStand { leg_bone_parent: 4 }
  8. AsyncWait(18.0)
  9. SlopeContourStand { leg_bone_parent: 6 }