Brawl - Ganondorf - Subaction - SpecialAirN

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Stats

IASA: 118
Hitboxes active: 70-71
Hitbox set 0 hits: 70
Subaction Index: 0x1d0

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:70-71

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 36 30 100 30 Darkness Kick 18 16
0 1 36 30 100 30 Darkness Kick 18 16
0 2 36 30 100 30 Darkness Kick 18 16

Scripts

Main

  1. AsyncWait(10.0)
  2. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  3. AsyncWait(65.0)
  4. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  5. IntVariableSet { variable: RandomAccessInt (0x0), value: 1 }
  6. AsyncWait(69.0)
  7. CreateHitBox(HitBoxArguments { bone_index: 30, hitbox_id: 0, set_id: 0, damage: Constant(36.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 5.0, x_offset: 2.4, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  8. CreateHitBox(HitBoxArguments { bone_index: 18, hitbox_id: 1, set_id: 0, damage: Constant(36.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.7, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 31, hitbox_id: 2, set_id: 0, damage: Constant(36.0), trajectory: 30, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 4.3, x_offset: 5.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  10. AsyncWait(71.0)
  11. DeleteAllHitBoxes
  12. IntVariableSet { variable: RandomAccessInt (0x0), value: 2 }
  13. AsyncWait(117.0)
  14. AllowInterrupts

GFX

  1. Goto(SpecialN GFX 0xca30)

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(1838)
  3. SoundEffect1(4756)
  4. SyncWait(68.0)
  5. SoundEffect1(4757)
  6. SoundEffectTransient(1839)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 12, unk2: 0 }
  3. AsyncWait(5.0)
  4. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  5. AsyncWait(10.0)
  6. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 2.0, stength: 75.0, speed: 2.0, size: 1.0, unk3: 0.0, unk4: 12.0, unk5: 50.0, unk6: 30.0, unk7: 30.0, unk8: 50 })
  7. AsyncWait(55.0)
  8. ModelChanger { reference: 0, switch_index: 1, bone_group_index: -1 }
  9. EndAestheticWindEffect { unk: 0 }
  10. AsyncWait(69.0)
  11. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  12. ScreenShake { magnitude: 1 }
  13. Rumble { unk1: 5, unk2: 0 }
  14. AsyncWait(70.0)
  15. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 3.0, stength: 120.0, speed: 2.0, size: 1.0, unk3: 0.0, unk4: 12.0, unk5: 50.0, unk6: 30.0, unk7: 30.0, unk8: 0 })
  16. AsyncWait(100.0)
  17. ModelChanger { reference: 0, switch_index: 1, bone_group_index: -1 }
  18. EndAestheticWindEffect { unk: 0 }