Brawl - Diddy Kong - Subaction - AttackLw3

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Stats

IASA: 19
Hitboxes active: 4-6
Hitbox set 0 hits: 4
Subaction Index: 0x55

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 BKB KBG Angle Effect Sound Trip Rate Shieldstun Hitlag Targets
0 0 7 15 75 60 Normal Punch 0.4 5 5
0 1 7 15 75 50 Normal Punch 0.4 5 5
0 2 7 15 75 40 Normal Punch 0.4 5 5

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 60, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 15, size: 5.0, x_offset: 0.0, y_offset: 2.0, z_offset: 18.0, tripping_rate: 0.4, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 50, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 15, size: 4.0, x_offset: 0.0, y_offset: 3.0, z_offset: 12.0, tripping_rate: 0.4, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 40, wdsk: 0, kbg: 75, shield_damage: 0, bkb: 15, size: 3.0, x_offset: 0.0, y_offset: 4.0, z_offset: 5.0, tripping_rate: 0.4, 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(6.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(18.0)
  8. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 28, graphic: 1, bone: 0, x_offset: 18.0, y_offset: 3.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: false })

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(5237)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 17, unk2: 0 }