Brawl - Giga Bowser - Subaction - AttackHi3

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Stats

IASA: 51
Hitboxes active: 7-12
Hitbox set 0 hits: 7
Subaction Index: 0x54

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:7-12

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Trip Rate Shieldstun Hitlag Targets
0 0 15 30 100 80 Darkness Burn 15 0.5 8 8
0 1 14 30 100 80 Darkness Burn 15 0.5 8 8
0 2 13 30 100 80 Darkness Burn 15 0.5 7 8
0 3 12 30 100 80 Darkness Burn 15 0.5 7 7
0 4 11 30 100 80 Darkness Burn 15 0.5 6 7

Scripts

Main

  1. AsyncWait(6.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 34, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 15, bkb: 30, size: 15.0, x_offset: 7.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.5, 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: None, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 33, hitbox_id: 1, set_id: 0, damage: Constant(14.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 15, bkb: 30, size: 12.0, x_offset: 8.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.5, 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: None, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 32, hitbox_id: 2, set_id: 0, damage: Constant(13.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 15, bkb: 30, size: 12.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.5, 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: None, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 4, hitbox_id: 3, set_id: 0, damage: Constant(12.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 15, bkb: 30, size: 17.0, x_offset: 4.0, y_offset: 12.0, z_offset: 0.0, tripping_rate: 0.5, 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: None, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(11.0), trajectory: 80, wdsk: 0, kbg: 100, shield_damage: 15, bkb: 30, size: 15.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.5, 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: None, clang: true, unk5: true, direct: true, unk6: 0 })
  7. SyncWait(6.0)
  8. DeleteAllHitBoxes
  9. AsyncWait(50.0)
  10. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 43, bone: 0, x_offset: 0.0, y_offset: 90.0, z_offset: 0.0, x_rotation: -25.0, y_rotation: 70.0, z_rotation: -70.0, scale: 3.0, 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: true })

SFX

  1. SoundVoiceLow
  2. SyncWait(6.0)
  3. SoundEffect1(6626)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. Rumble { unk1: 13, unk2: 0 }