Brawl - Diddy Kong - Subaction - AttackHi4

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Stats

IASA: 50
Hitboxes active: 4-6, 10-13, 17-21
Hitbox set 0 hits: 4, 10, 17
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:4-6

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 30 0 30 95 Normal Punch 4 4
0 1 5 30 0 50 95 Normal Punch 4 4
0 2 5 30 0 70 95 Normal Punch 4 4
0 3 5 30 0 70 90 Normal Punch 4 4

Frames:10-13

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 30 0 30 95 Normal Punch 4 4
0 1 5 30 0 50 95 Normal Punch 4 4
0 2 5 30 0 70 95 Normal Punch 4 4

Frames:17-21

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 6 70 70 95 Normal Punch 4 5
0 1 6 70 70 95 Normal Punch 4 5
0 2 6 70 70 95 Normal Punch 4 5

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 95, wdsk: 30, kbg: 30, shield_damage: 0, bkb: 0, size: 6.0, 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: 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: 46, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 95, wdsk: 30, kbg: 50, shield_damage: 0, bkb: 0, size: 4.0, 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: 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: 45, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 95, wdsk: 30, kbg: 70, shield_damage: 0, bkb: 0, size: 4.0, 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: 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. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 30, kbg: 70, shield_damage: 0, bkb: 0, size: 3.0, x_offset: 0.0, y_offset: 7.0, z_offset: -3.5, 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 })
  6. AsyncWait(6.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(9.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 95, wdsk: 30, kbg: 30, shield_damage: 0, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 5.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 13, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 95, wdsk: 30, kbg: 50, shield_damage: 0, bkb: 0, size: 4.0, x_offset: 0.0, y_offset: 1.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 12, hitbox_id: 2, set_id: 0, damage: Constant(5.0), trajectory: 95, wdsk: 30, kbg: 70, shield_damage: 0, bkb: 0, size: 4.0, 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: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  12. AsyncWait(13.0)
  13. DeleteAllHitBoxes
  14. AsyncWait(16.0)
  15. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 95, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 6.0, x_offset: 0.0, y_offset: -5.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  16. CreateHitBox(HitBoxArguments { bone_index: 8, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 95, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 4.0, x_offset: 0.0, y_offset: -1.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  17. CreateHitBox(HitBoxArguments { bone_index: 7, hitbox_id: 2, set_id: 0, damage: Constant(6.0), trajectory: 95, wdsk: 0, kbg: 70, shield_damage: 0, bkb: 70, size: 4.0, 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: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  18. AsyncWait(21.0)
  19. DeleteAllHitBoxes
  20. AsyncWait(49.0)
  21. AllowInterrupts

GFX

  1. 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: 1.0, 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 })
  2. AsyncWait(41.0)
  3. 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(3.0)
  2. SoundEffectStop(191)
  3. SoundEffect1(2128)
  4. SoundEffect1(168)
  5. SyncWait(0.0)
  6. SoundEffect1(5315)
  7. SyncWait(1.0)
  8. SoundEffect1(5260)
  9. SyncWait(5.0)
  10. SoundEffect1(5313)
  11. SyncWait(7.0)
  12. SoundEffect1(5313)
  13. SyncWait(20.0)
  14. SoundEffect1(5309)
  15. SyncWait(6.0)
  16. SoundEffect1(5311)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(1.0)
  3. SlopeContourStand { leg_bone_parent: 0 }
  4. AsyncWait(4.0)
  5. Rumble { unk1: 17, unk2: 0 }
  6. AsyncWait(10.0)
  7. Rumble { unk1: 17, unk2: 0 }
  8. AsyncWait(39.0)
  9. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 3 }
  10. AsyncWait(49.0)
  11. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 5 }