Brawl - Donkey Kong - Subaction - SpecialHi

| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 |

Stats

IASA: None
Hitboxes active: 19-56
Hitbox set 0 hits: 19, 24, 29, 34, 39, 43, 47, 51, 55
Subaction Index: 0x1f0

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:19-38

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shield Dmg Shieldstun Hitlag Targets
0 0 5 50 70 361 Normal Punch 2 1 4 4
0 1 5 50 70 361 Normal Punch 2 1 4 4
0 2 4 50 70 140 Normal Punch 2 1 3 4

Frames:39-54

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 3 5 50 361 Normal Punch 2 3 4
0 1 3 5 50 361 Normal Punch 2 3 4
0 2 3 5 50 361 Normal Punch 2 3 4

Frames:55-56

Set ID Dmg BKB KBG Angle Effect Sound SDI Mult Shieldstun Hitlag Targets
0 0 4 40 90 361 Normal Punch 2 3 4
0 1 4 40 90 361 Normal Punch 2 3 4

Scripts

Main

  1. AsyncWait(9.0)
  2. Armor { armor_type: SuperArmor, tolerance: 0.0 }
  3. AsyncWait(16.0)
  4. Armor { armor_type: None, tolerance: 0.0 }
  5. AsyncWait(18.0)
  6. 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: 50, size: 6.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, 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: 50, size: 6.0, x_offset: 4.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, 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: 44, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 140, wdsk: 0, kbg: 70, shield_damage: 1, bkb: 50, size: 5.0, x_offset: -4.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, 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. SyncWait(5.0)
    5. DeleteAllHitBoxes
  7. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 20, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 5, size: 4.8, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, 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(3.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 5, size: 4.8, x_offset: 4.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, 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: 44, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 361, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 5, size: 3.0, x_offset: -4.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, 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. SyncWait(4.0)
    5. DeleteAllHitBoxes
  8. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 9.0, x_offset: 0.0, y_offset: 9.0, z_offset: 4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  10. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 361, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 40, size: 9.0, x_offset: 0.0, y_offset: 9.0, z_offset: -4.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  11. SyncWait(2.0)
  12. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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 })
  2. AsyncWait(15.0)
  3. loop 4 times:
    1. GraphicEffect(GraphicEffect { graphic: 11, 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: 1.1, 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 })
    2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 3, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.25, randomize: None, terminate_with_animation: true })
    3. SyncWait(4.0)
    4. GraphicEffect(GraphicEffect { graphic: 11, 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: 1.1, 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 })
    5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 3, x_offset: 0.0, y_offset: -1.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.25, randomize: None, terminate_with_animation: true })
    6. SyncWait(4.0)

SFX

  1. AsyncWait(3.0)
  2. SoundEffect1(2796)
  3. SyncWait(15.0)
  4. SoundEffect1(2711)
  5. SoundEffect1(2779)
  6. SyncWait(7.0)
  7. SoundEffect1(2719)
  8. SyncWait(7.0)
  9. SoundEffect1(2719)
  10. SyncWait(7.0)
  11. SoundEffect1(2720)
  12. SyncWait(7.0)
  13. SoundEffect1(2720)
  14. SyncWait(7.0)
  15. SoundEffect1(2721)

Other

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