Brawl - Game & Watch - Subaction - AttackS4S_1

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Stats

IASA: 36
Hitboxes active: 10-27
Hitbox set 0 hits: 10
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:10-13

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 18 48 98 53 Flame Burn 10 9
0 1 18 44 98 53 Flame Burn 10 9
0 2 14 44 98 361 Normal Punch 8 8

Frames:14-27

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 8 48 100 53 Flame Burn 5 6
0 1 8 44 100 53 Flame Burn 5 6
0 2 8 44 100 361 Flame Burn 5 6

Scripts

Main

  1. UnknownEvent { namespace: 0x10, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(5)] }
  2. AsyncWait(9.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(18.0), trajectory: 53, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 48, size: 6.0, x_offset: 0.0, y_offset: 7.2, z_offset: 17.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(18.0), trajectory: 53, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 44, size: 5.0, x_offset: 0.0, y_offset: 7.2, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 2, set_id: 0, damage: Constant(14.0), trajectory: 361, wdsk: 0, kbg: 98, shield_damage: 0, bkb: 44, 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: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(4.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(8.0), trajectory: 53, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 48, size: 4.0, x_offset: 0.0, y_offset: 7.2, z_offset: 15.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(8.0), trajectory: 53, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 44, size: 3.0, x_offset: 0.0, y_offset: 7.2, z_offset: 8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 49, hitbox_id: 2, set_id: 0, damage: Constant(8.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 44, size: 2.0, 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: Flame, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(27.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(35.0)
  13. AllowInterrupts

GFX

  1. AsyncWait(3.0)
  2. GraphicEffect(GraphicEffect { graphic: 33, 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, 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(0.0)
  2. SoundEffectStop(4497)
  3. SoundEffect1(4485)
  4. SyncWait(9.0)
  5. SoundEffect1(4484)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(8.0)
  3. Rumble { unk1: 12, unk2: 0 }