Brawl - Donkey Kong - Subaction - AttackLw4

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Stats

IASA: 54
Partially Intangible: 8-12
Hitboxes active: 8-12
Hitbox set 0 hits: 8
Subaction Index: 0x60

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:8-12

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 17 35 100 115 Normal Punch 1 9 9
0 1 17 35 100 115 Normal Punch 1 9 9
0 2 14 35 100 98 Normal Punch 1 8 8
0 3 14 35 100 98 Normal Punch 1 8 8

Scripts

Main

  1. AsyncWait(7.0)
  2. ChangeHurtBoxStateSpecific { bone: 44, state: IntangibleFlashing }
  3. ChangeHurtBoxStateSpecific { bone: 20, state: IntangibleFlashing }
  4. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 0, set_id: 0, damage: Constant(17.0), trajectory: 115, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 35, size: 7.0, x_offset: -6.0, 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: 20, hitbox_id: 1, set_id: 0, damage: Constant(17.0), trajectory: 115, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 35, size: 7.0, x_offset: 6.0, 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. CreateHitBox(HitBoxArguments { bone_index: 43, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 98, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 35, size: 4.5, 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 })
  7. CreateHitBox(HitBoxArguments { bone_index: 19, hitbox_id: 3, set_id: 0, damage: Constant(14.0), trajectory: 98, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 35, size: 4.5, 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 })
  8. AsyncWait(12.0)
  9. UnchangeHurtBoxStateSpecific
  10. DeleteAllHitBoxes
  11. AsyncWait(53.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(9.0)
  2. GraphicEffect(GraphicEffect { graphic: 11, bone: 0, x_offset: 20.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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: 11, bone: 0, x_offset: -12.0, y_offset: 0.0, z_offset: 4.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, 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(105)
  3. SoundEffect1(1079)
  4. SyncWait(7.0)
  5. SoundEffect1(2796)
  6. SyncWait(1.0)
  7. SoundEffectStop(2796)
  8. SyncWait(1.0)
  9. SoundEffect1(2708)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(8.0)
  3. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  4. AsyncWait(9.0)
  5. ScreenShake { magnitude: 0 }
  6. Rumble { unk1: 13, unk2: 0 }
  7. AsyncWait(28.0)
  8. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 10 }
  9. AsyncWait(37.0)