Brawl - Giga Bowser - Subaction - SpecialHi

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Stats

IASA: None
Fully Intangible: 1-5
Hitboxes active: 6-39
Hitbox set 0 hits: 6, 8
Subaction Index: 0x1d4

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:6-7

Set ID Dmg BKB KBG Angle Effect Sound Shield Dmg Shieldstun Hitlag Targets
0 0 11 70 80 80 Normal Burn 3 6 7
0 1 11 70 80 80 Normal Burn 3 6 7

Frames:8-23

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 5 80 50 90 Slash Slash 4 4
0 1 5 80 50 90 Slash Slash 4 4

Frames:24-39

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 3 50 50 70 Slash Slash 3 4
0 1 3 50 50 70 Slash Slash 3 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(5.0)
  3. BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
  4. ChangeHurtBoxStateAll { state: Normal }
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 3, bkb: 70, size: 14.0, x_offset: 0.0, y_offset: 14.0, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 80, wdsk: 0, kbg: 80, shield_damage: 3, bkb: 70, size: 14.0, x_offset: 0.0, y_offset: 14.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
  7. AsyncWait(6.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(EnableGlide) }
  9. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  10. AsyncWait(7.0)
  11. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  12. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(false), Value(1)] }
  13. DeleteAllHitBoxes
  14. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 14.0, x_offset: 0.0, y_offset: 14.0, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(5.0), trajectory: 90, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 80, size: 14.0, x_offset: 0.0, y_offset: 14.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 2, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(4.0)
  15. loop 4 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(3.0), trajectory: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 50, size: 14.0, x_offset: 0.0, y_offset: 14.0, z_offset: -8.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Spin, 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: 70, wdsk: 0, kbg: 50, shield_damage: 0, bkb: 50, size: 14.0, x_offset: 0.0, y_offset: 14.0, z_offset: 12.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Slash, unk1: false, sound_level: 1, unk2: false, sound: Slash, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Spin, clang: true, unk5: true, direct: true, unk6: 0 })
    3. SyncWait(4.0)
  16. DeleteAllHitBoxes
  17. AsyncWait(50.0)
  18. BoolVariableSetFalse { variable: RandomAccessBool(EnableJabLoop) }
  19. BoolVariableSetFalse { variable: RandomAccessBool(EnableGlide) }
  20. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(true), Value(1)] }
  21. BoolVariableSetTrue { variable: RandomAccessBool(EnableActionTransition) }
  22. AsyncWait(81.0)
  23. BoolVariableSetFalse { variable: RandomAccessBool(SpecialsMovement) }
  24. UnknownEvent { namespace: 0xe, code: 0xb, unk1: 0x0, arguments: [Bool(true), Value(1)] }

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 12, graphic: 3, bone: 0, x_offset: 0.0, y_offset: 5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 2.5, randomize: None, terminate_with_animation: true })
  2. AsyncWait(6.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 14, 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: 2.4, 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 })
  4. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 48, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 0.0, scale: 2.4, 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 })
    2. SyncWait(2.0)
  5. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 14, 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: 2.4, 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 })
  6. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 48, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 0.0, scale: 2.4, 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 })
    2. SyncWait(2.0)
  7. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 14, 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: 2.4, 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 })
  8. loop 5 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 38, bone: 48, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 90.0, z_rotation: 0.0, scale: 2.4, 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 })
    2. SyncWait(2.0)
  9. AsyncWait(52.0)
  10. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 14, 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: 2.5, 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 })

SFX

  1. AsyncWait(5.0)
  2. SoundEffect1(6627)
  3. SyncWait(5.0)
  4. SoundEffect1(6628)
  5. SyncWait(5.0)
  6. SoundEffect1(6629)
  7. SyncWait(5.0)
  8. SoundEffect1(6630)
  9. SyncWait(5.0)
  10. SoundEffect1(6631)
  11. SyncWait(5.0)
  12. SoundEffect1(6631)
  13. SyncWait(5.0)
  14. SoundEffect1(6630)
  15. SyncWait(5.0)
  16. SoundEffect1(6629)
  17. SyncWait(5.0)
  18. SoundEffect1(6628)
  19. SyncWait(10.0)
  20. SoundEffect1(6701)
  21. SyncWait(5.0)
  22. SoundEffect1(6699)

Other

  1. SlopeContourStand { leg_bone_parent: 6 }
  2. AsyncWait(4.0)
  3. RumbleLoop { unk1: 2, unk2: 50 }
  4. AsyncWait(5.0)
  5. ItemVisibility(false)
  6. AsyncWait(7.0)
  7. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(false)] }
  8. AsyncWait(49.0)
  9. ItemVisibility(true)
  10. AsyncWait(51.0)
  11. Rumble { unk1: 4, unk2: 0 }
  12. UnknownEvent { namespace: 0x1f, code: 0xf, unk1: 0x0, arguments: [Bool(true)] }