Brawl - Donkey Kong - Subaction - SpecialAirS

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Stats

IASA: None
Hitboxes active: 20-21
Hitbox set 0 hits: 20
Subaction Index: 0x1ef

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:20-21

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 14 30 40 270 Bury Kick 30 8 8
0 1 14 30 40 270 Bury Kick 30 8 8
0 2 8 15 40 70 Bury Kick 30 5 6

Scripts

Main

  1. AsyncWait(19.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(14.0), trajectory: 270, wdsk: 0, kbg: 40, shield_damage: 30, bkb: 30, size: 6.5, x_offset: 0.0, y_offset: 5.0, z_offset: 8.8, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Bury, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 270, wdsk: 0, kbg: 40, shield_damage: 30, bkb: 30, size: 6.5, x_offset: 0.0, y_offset: 5.0, z_offset: 14.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Bury, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 70, wdsk: 0, kbg: 40, shield_damage: 30, bkb: 15, size: 10.0, x_offset: 0.0, y_offset: 11.0, z_offset: 14.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Bury, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(2.0)
  7. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 2, graphic: 1, bone: 0, x_offset: -5.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, randomize: None, terminate_with_animation: true })
  2. AsyncWait(20.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 41, bone: 0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.0, 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: false })

SFX

  1. AsyncWait(18.0)
  2. SoundEffect1(2794)
  3. SoundEffect1(168)
  4. SoundEffect1(167)

Other

  1. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  2. SlopeContourStand { leg_bone_parent: 6 }
  3. AsyncWait(18.0)
  4. SlopeContourFull { hip_n_or_top_n: 1, trans_bone: 2 }
  5. AsyncWait(19.0)
  6. Rumble { unk1: 14, unk2: 0 }
  7. ScreenShake { magnitude: 0 }
  8. AsyncWait(46.0)
  9. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 8 }