Brawl - Diddy Kong - Subaction - AttackS3Hi

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Stats

IASA: None
Hitboxes active: 10-13
Hitbox set 0 hits: 10
Subaction Index: 0x4f

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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 10 100 361 Normal Punch 6 7
0 1 9 10 100 361 Normal Punch 6 6
0 2 8 10 100 361 Normal Punch 5 6

Scripts

Main

  1. AsyncWait(9.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 5.0, x_offset: 0.0, y_offset: 11.5, z_offset: 19.0, 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: 0, hitbox_id: 1, set_id: 0, damage: Constant(9.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 4.0, x_offset: 0.0, y_offset: 8.8, z_offset: 11.0, 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: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 10, size: 3.0, x_offset: 0.0, y_offset: 5.0, z_offset: 5.0, 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. SyncWait(4.0)
  6. DeleteAllHitBoxes

GFX

  1. Goto(AttackS3S GFX 0x8f78)

SFX

  1. AsyncWait(9.0)
  2. SoundVoiceLow
  3. SoundEffect1(5315)

Other

  1. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  2. AsyncWait(9.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(22.0)
  5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 4 }