Brawl - Giga Bowser - Subaction - AttackLw4

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Stats

IASA: 64
Partially Intangible: 10-44
Hitboxes active: 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31
Hitbox set 0 hits: 10, 13, 16, 19, 22, 25, 28, 31
Subaction Index: 0x60

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:10-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 40 50 150 Freezing Slash 3 4
0 1 3 40 50 150 Freezing Slash 3 4
0 2 3 40 50 190 Freezing Slash 3 4
0 3 3 40 50 190 Freezing Slash 3 4
0 4 3 40 50 190 Freezing Slash 3 4

Frames:13-14

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 40 50 150 Freezing Slash 3 4
0 1 3 40 50 150 Freezing Slash 3 4
0 2 3 40 50 190 Freezing Slash 3 4
0 3 3 40 50 190 Freezing Slash 3 4
0 4 3 40 50 190 Freezing Slash 3 4

Frames:16-17

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 40 50 150 Freezing Slash 3 4
0 1 3 40 50 150 Freezing Slash 3 4
0 2 3 40 50 190 Freezing Slash 3 4
0 3 3 40 50 190 Freezing Slash 3 4
0 4 3 40 50 190 Freezing Slash 3 4

Frames:19-20

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 40 50 150 Freezing Slash 3 4
0 1 3 40 50 150 Freezing Slash 3 4
0 2 3 40 50 190 Freezing Slash 3 4
0 3 3 40 50 190 Freezing Slash 3 4
0 4 3 40 50 190 Freezing Slash 3 4

Frames:22-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 40 50 150 Freezing Slash 3 4
0 1 3 40 50 150 Freezing Slash 3 4
0 2 3 40 50 190 Freezing Slash 3 4
0 3 3 40 50 190 Freezing Slash 3 4
0 4 3 40 50 190 Freezing Slash 3 4

Frames:25-26

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 40 50 150 Freezing Slash 3 4
0 1 3 40 50 150 Freezing Slash 3 4
0 2 3 40 50 190 Freezing Slash 3 4
0 3 3 40 50 190 Freezing Slash 3 4
0 4 3 40 50 190 Freezing Slash 3 4

Frames:28-29

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 40 50 150 Freezing Slash 3 4
0 1 3 40 50 150 Freezing Slash 3 4
0 2 3 40 50 190 Freezing Slash 3 4
0 3 3 40 50 190 Freezing Slash 3 4
0 4 3 40 50 190 Freezing Slash 3 4

Frame:31

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 13 30 130 90 Freezing Burn 15 7 8

Scripts

Main

  1. AsyncWait(9.0)
  2. Subroutine(0xac20)
  3. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  4. loop 7 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 150, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 13.0, x_offset: 0.0, y_offset: 10.0, z_offset: -26.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Freezing, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(3.0), trajectory: 150, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 13.0, x_offset: 0.0, y_offset: 10.0, z_offset: 26.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Freezing, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(3.0), trajectory: 190, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 13.0, x_offset: 0.0, y_offset: 25.0, z_offset: -15.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Freezing, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(3.0), trajectory: 190, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 13.0, x_offset: 0.0, y_offset: 25.0, z_offset: 15.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Freezing, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 4, set_id: 0, damage: Constant(3.0), trajectory: 190, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 40, size: 18.0, x_offset: 0.0, y_offset: 10.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Freezing, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: None, clang: true, unk5: true, direct: true, unk6: 0 })
    6. SyncWait(2.0)
    7. DeleteAllHitBoxes
    8. SyncWait(1.0)
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(13.0), trajectory: 90, wdsk: 0, kbg: 130, shield_damage: 15, bkb: 30, size: 30.0, x_offset: 0.0, y_offset: 11.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Freezing, 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. SyncWait(1.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(44.0)
  9. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 0 }
  10. UnchangeHurtBoxStateSpecific
  11. AsyncWait(63.0)
  12. AllowInterrupts

GFX

  1. AsyncWait(6.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 40, 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: 1.5, 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 })
  3. AsyncWait(8.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 6, 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: 0.75, randomize: None, terminate_with_animation: true })

SFX

  1. AsyncWait(1.0)
  2. SoundEffectStop(105)
  3. SoundEffect1(6733)
  4. SoundEffect1(167)
  5. SyncWait(1.0)
  6. SoundEffectTransient(6614)
  7. SyncWait(7.0)
  8. SoundEffect1(6622)
  9. SyncWait(6.0)
  10. SoundEffect1(6622)
  11. SyncWait(8.0)
  12. SoundEffect1(6622)
  13. SyncWait(15.0)
  14. SoundEffect1(6622)
  15. SyncWait(14.0)
  16. SoundEffect1(6616)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(7.0)
  3. RumbleLoop { unk1: 2, unk2: 40 }
  4. AsyncWait(9.0)
  5. ScreenShake { magnitude: 0 }
  6. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  7. AsyncWait(16.0)
  8. ScreenShake { magnitude: 0 }
  9. AsyncWait(25.0)
  10. ScreenShake { magnitude: 0 }
  11. AsyncWait(38.0)
  12. ScreenShake { magnitude: 0 }
  13. AsyncWait(44.0)
  14. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }