Brawl - Ganondorf - Subaction - SpecialHi

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Stats

IASA: None
Hitboxes active: 14-28, 34-36
Hitbox set 0 hits: 14, 34
Subaction Index: 0x1d8

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:14

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 Grab set action: 0xe6
0 1 Grab set action: 0xe6
0 2 11 30 100 65 Darkness Burn AD false 6 7

Frames:15-28

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shieldstun Hitlag Targets
0 0 Grab set action: 0xe6
0 2 11 30 100 65 Darkness Burn AD false 6 7

Frames:34-36

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip SDI Mult Shieldstun Hitlag Targets
0 0 7 70 90 70 Darkness Unknown(64) AD 2 5 5
0 1 7 70 90 70 Darkness Unknown(64) AD 2 5 5

Scripts

Main

  1. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  2. AsyncWait(13.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  4. CreateGrabBox(GrabBoxArguments { hitbox_id: 0, bone_index: 0, size: 4.4, x_offset: 0.0, y_offset: 16.0, z_offset: 6.5, set_action: 230, target: AerialAndGrounded, unk: Some(2) })
  5. CreateGrabBox(GrabBoxArguments { hitbox_id: 1, bone_index: 0, size: 6.5, x_offset: 0.0, y_offset: 8.8, z_offset: 13.65, set_action: 230, target: GroundedOnly, unk: Some(2) })
  6. SpecifyThrow(SpecifyThrow { throw_use: GrabInterrupt, bone: 0, damage: 6, trajectory: 0, kbg: 50, wdsk: 0, bkb: 70, effect: Normal, unk0: 1.0, unk1: 0.0, unk2: 1.0, unk3: 0, sfx: Kick, grab_target: AerialAndGrounded, unk4: true, unk5: true, i_frames: 0 })
  7. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 65, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 30, size: 8.0, x_offset: 0.0, y_offset: 14.0, z_offset: 5.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: false, can_hit2: true, can_hit3: false, can_hit4: false, can_hit5: false, can_hit6: false, can_hit7: false, can_hit8: false, can_hit9: false, can_hit10: false, 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 })
  8. SyncWait(1.0)
  9. DeleteGrabBox(1)
  10. AsyncWait(17.0)
  11. LedgeGrabEnable(EnableInFront)
  12. AsyncWait(28.0)
  13. DeleteAllGrabBoxes
  14. DeleteAllHitBoxes
  15. AsyncWait(33.0)
  16. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 55, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 9.0, x_offset: -6.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, 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 })
  17. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 55, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 70, wdsk: 0, kbg: 90, shield_damage: 0, bkb: 70, size: 6.0, x_offset: 1.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 2.0, effect: Darkness, unk1: false, sound_level: 2, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: false, 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 })
  18. SyncWait(3.0)
  19. DeleteAllHitBoxes
  20. LedgeGrabEnable(EnableInFrontAndBehind)

GFX

  1. GraphicEffect(GraphicEffect { 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, 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(1.0)
  2. SoundEffect1(4746)
  3. SyncWait(36.0)
  4. SoundEffect1(4747)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. Rumble { unk1: 19, unk2: 0 }
  3. AsyncWait(12.0)
  4. SlopeContourStand { leg_bone_parent: 0 }