Brawl - Diddy Kong - Subaction - AttackS4S_1

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Stats

IASA: 40
Hitboxes active: 4-5, 13-15
Hitbox set 0 hits: 4, 13
Subaction Index: 0x58

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:4-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 28 0 100 90 Normal Punch 4 4
0 1 5 35 0 100 60 Normal Punch 4 4
0 2 5 42 0 100 30 Normal Punch 4 4
0 3 5 50 0 100 30 Normal Punch 4 4

Frames:13-15

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 13 40 90 40 Normal Punch 3 7 8
0 1 13 40 90 50 Normal Punch 3 7 8
0 2 13 40 90 60 Normal Punch 3 7 8
0 3 13 40 90 60 Normal Punch 3 7 8

Scripts

Main

  1. AsyncWait(3.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 46, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 28, kbg: 100, shield_damage: 0, bkb: 0, size: 5.0, 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: 2, 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: 60, wdsk: 35, kbg: 100, shield_damage: 0, bkb: 0, size: 4.25, x_offset: -2.0, 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: 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: 30, wdsk: 42, kbg: 100, shield_damage: 0, bkb: 0, size: 3.5, 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: 2, 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(5.0), trajectory: 30, wdsk: 50, 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: 2, 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(5.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(12.0)
  9. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 40, wdsk: 0, kbg: 90, shield_damage: 3, bkb: 40, size: 5.0, 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: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(13.0), trajectory: 50, wdsk: 0, kbg: 90, shield_damage: 3, bkb: 40, size: 4.25, x_offset: 2.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  11. CreateHitBox(HitBoxArguments { bone_index: 22, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 60, wdsk: 0, kbg: 90, shield_damage: 3, bkb: 40, size: 3.5, 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: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  12. CreateHitBox(HitBoxArguments { bone_index: 45, hitbox_id: 3, set_id: 0, damage: Constant(13.0), trajectory: 60, wdsk: 0, kbg: 90, shield_damage: 3, bkb: 40, 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: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  13. AsyncWait(15.0)
  14. DeleteAllHitBoxes
  15. AsyncWait(39.0)
  16. AllowInterrupts

GFX

  1. AsyncWait(4.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 33, bone: 0, x_offset: 6.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.9, randomize: Some(ExternalGraphicEffectRandomize { 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 })
  3. GraphicEffect(GraphicEffect { graphic: 14, bone: 0, x_offset: 6.0, 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(1.0)
  2. SoundEffectStop(191)
  3. SoundEffect1(2129)
  4. SoundEffect1(168)
  5. SyncWait(1.0)
  6. SoundEffect1(5313)
  7. SyncWait(1.0)
  8. SoundEffect1(112)
  9. SyncWait(8.0)
  10. SoundEffect1(5313)
  11. SyncWait(9.0)
  12. SoundEffect1(5309)
  13. SyncWait(6.0)
  14. SoundEffect1(5311)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(3.0)
  3. Rumble { unk1: 17, unk2: 0 }
  4. AsyncWait(4.0)
  5. SlopeContourStand { leg_bone_parent: 0 }
  6. AsyncWait(12.0)
  7. Rumble { unk1: 17, unk2: 0 }
  8. AsyncWait(21.0)
  9. SlopeContourStand { leg_bone_parent: 6 }