Brawl - Game & Watch - Subaction - SpecialHi

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Stats

IASA: None
Fully Intangible: 5-13
Hitboxes active: 2-29
Hitbox set 0 hits: 2, 9
Subaction Index: 0x1e2

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:2-8

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Freeze frame disable Flinchless Shieldstun Hitlag Targets
0 0 0 120 0 100 75 Normal Unique false true true 1 3
0 1 0 120 0 100 75 Normal Unique false true true 1 3

Frames:9-29

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Shieldstun Hitlag Targets
0 0 6 60 80 361 Normal Burn AD 4 5

Scripts

Main

  1. AsyncWait(1.0)
  2. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(0.0), trajectory: 75, wdsk: 120, kbg: 100, shield_damage: 0, bkb: 0, size: 10.0, x_offset: 0.0, y_offset: 5.0, z_offset: 6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: true })
  3. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(0.0), trajectory: 75, wdsk: 120, kbg: 100, shield_damage: 0, bkb: 0, size: 10.0, x_offset: 0.0, y_offset: 5.0, z_offset: -6.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, unk2: false, sound: Unique, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerPosition, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: true, unk5: true, flinchless: true })
  4. AsyncWait(4.0)
  5. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  6. AsyncWait(8.0)
  7. DeleteAllHitBoxes
  8. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 0, bkb: 60, size: 5.5, x_offset: 0.0, y_offset: 3.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Body, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  9. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  10. AsyncWait(10.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  12. AsyncWait(13.0)
  13. ChangeHurtBoxStateAll { state: Normal }
  14. LedgeGrabEnable(EnableInFront)
  15. ModelChanger { reference: 0, switch_index: 2, bone_group_index: 1 }
  16. AsyncWait(25.0)
  17. AsyncWait(29.0)
  18. DeleteAllHitBoxes
  19. AsyncWait(32.0)
  20. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }

GFX

    SFX

    1. AsyncWait(1.0)
    2. SoundEffect1(4490)
    3. SyncWait(2.0)
    4. SoundEffectStop(4490)
    5. SyncWait(2.0)
    6. SoundEffect1(4489)
    7. SyncWait(2.0)
    8. SoundEffectStop(4489)

    Other

    1. AsyncWait(8.0)
    2. Rumble { unk1: 13, unk2: 0 }