Brawl - Donkey Kong - Subaction - SpecialAirHi

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Stats

IASA: None
Fully Intangible: 4-6
Partially Intangible: 12-43
Hitboxes active: 4-6, 12-67
Hitbox set 0 hits: 4, 12, 20, 28, 36, 44, 52, 60
Subaction Index: 0x1f1

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 Shield Dmg Shieldstun Hitlag Targets
0 0 10 40 80 361 Normal Punch 1 6 6
0 1 10 40 80 361 Normal Punch 1 6 6

Frames:12-43

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 5 20 70 361 Normal Punch 1 4 4
0 1 5 20 70 361 Normal Punch 1 4 4
0 2 4 20 70 361 Normal Punch 1 3 4
0 3 4 20 70 361 Normal Punch 1 3 4

Frames:44-67

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 2 0 100 361 Normal Punch 1 2 3
0 1 2 0 100 361 Normal Punch 1 2 3
0 2 2 0 100 361 Normal Punch 1 2 3
0 3 2 0 100 361 Normal Punch 1 2 3

Scripts

Main

  1. SyncWait(3.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 1, bkb: 40, size: 7.7, x_offset: 0.0, y_offset: 12.0, z_offset: -7.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 1, bkb: 40, size: 7.7, x_offset: 0.0, y_offset: 12.0, z_offset: 4.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(6.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  7. DeleteAllHitBoxes
  8. ChangeHurtBoxStateAll { state: Normal }
  9. AsyncWait(11.0)
  10. ChangeHurtBoxStateSpecific { bone: 44, state: IntangibleFlashing }
  11. ChangeHurtBoxStateSpecific { bone: 20, state: IntangibleFlashing }
  12. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 1, bkb: 20, size: 5.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 1, bkb: 20, size: 5.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 1, bkb: 20, size: 3.7, x_offset: -4.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 3, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 70, shield_damage: 1, bkb: 20, size: 3.7, x_offset: 4.0, 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: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(8.0)
    6. DeleteAllHitBoxes
  13. UnchangeHurtBoxStateSpecific
  14. loop 3 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 0, size: 5.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 1, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 0, size: 5.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 2, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 0, size: 3.7, x_offset: -4.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 44, hitbox_id: 3, set_id: 0, damage: Constant(2.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 1, bkb: 0, size: 3.7, x_offset: 4.0, 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: 0, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    5. SyncWait(8.0)
    6. DeleteAllHitBoxes
  15. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  16. DeleteAllHitBoxes

GFX

  1. Goto(SpecialHi GFX 0xcac0)

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(2796)
  3. SyncWait(8.0)
  4. SoundEffect1(2711)
  5. SoundEffect1(2779)
  6. SyncWait(7.0)
  7. SoundEffect1(2718)
  8. SyncWait(7.0)
  9. SoundEffect1(2718)
  10. SyncWait(7.0)
  11. SoundEffect1(2719)
  12. SyncWait(7.0)
  13. SoundEffect1(2719)
  14. SyncWait(7.0)
  15. SoundEffect1(2720)
  16. SyncWait(7.0)
  17. SoundEffect1(2720)
  18. SyncWait(7.0)
  19. SoundEffect1(2721)
  20. SyncWait(7.0)
  21. SoundEffect1(2721)

Other

  1. RumbleLoop { unk1: 3, unk2: 60 }
  2. AsyncWait(80.0)
  3. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 5 }