Brawl - Ice Climbers - Subaction - AttackHi3

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Stats

IASA: 49
Hitboxes active: 8-9, 11-12, 14-15, 17-18, 20-21, 23-24, 26
Hitbox set 0 hits: 8, 11, 14, 17, 20, 23, 26
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:8-9

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 15 20 95 Normal Punch 0.5 2 1
0 1 1 15 20 95 Normal Punch 0.5 2 1
0 2 1 15 20 95 Normal Punch 0.5 2 1

Frames:11-12

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 15 20 95 Normal Punch 0.5 2 1
0 1 1 15 20 95 Normal Punch 0.5 2 1
0 2 1 15 20 95 Normal Punch 0.5 2 1

Frames:14-15

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 15 20 95 Normal Punch 0.5 2 1
0 1 1 15 20 95 Normal Punch 0.5 2 1
0 2 1 15 20 95 Normal Punch 0.5 2 1

Frames:17-18

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 15 20 95 Normal Punch 0.5 2 1
0 1 1 15 20 95 Normal Punch 0.5 2 1
0 2 1 15 20 95 Normal Punch 0.5 2 1

Frames:20-21

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 15 20 95 Normal Punch 0.5 2 1
0 1 1 15 20 95 Normal Punch 0.5 2 1
0 2 1 15 20 95 Normal Punch 0.5 2 1

Frames:23-24

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Shieldstun Hitlag Targets
0 0 1 15 20 95 Normal Punch 0.5 2 1
0 1 1 15 20 95 Normal Punch 0.5 2 1
0 2 1 15 20 95 Normal Punch 0.5 2 1

Frame:26

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 4 40 100 90 Normal Punch 3 4
0 1 4 40 100 90 Normal Punch 3 4
0 2 4 40 100 90 Normal Punch 3 4

Scripts

Main

  1. AsyncWait(7.0)
  2. loop 6 times:
    1. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(1.0), trajectory: 95, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 15, size: 4.0, x_offset: 0.0, y_offset: -5.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
    2. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(1.0), trajectory: 95, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 15, size: 3.0, x_offset: 0.0, y_offset: 0.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
    3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(1.0), trajectory: 95, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 15, size: 7.0, x_offset: 0.0, y_offset: 6.5, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
    4. SyncWait(2.0)
    5. DeleteAllHitBoxes
    6. SyncWait(1.0)
  3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 4.0, x_offset: 0.0, y_offset: 3.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 90, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 40, size: 8.0, x_offset: 0.0, y_offset: 7.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 2, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hammer, clang: true, unk5: true, direct: true, unk6: 0 })
  6. SyncWait(1.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(48.0)
  9. AllowInterrupts

GFX

  1. AsyncWait(8.0)
  2. loop 3 times:
    1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 36, bone: 23, x_offset: 0.0, y_offset: 7.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 0.5, randomize: Some(ExternalGraphicEffectRandomize { random_x_offset: 0.0, random_y_offset: 4.0, random_z_offset: 0.0, random_x_rotation: 0.0, random_y_rotation: 360.0, random_z_rotation: 0.0 }), terminate_with_animation: true })
    2. SyncWait(7.0)

SFX

  1. AsyncWait(7.0)
  2. SoundEffect1(4356)
  3. SyncWait(7.0)
  4. SoundEffect1(4356)
  5. SyncWait(7.0)
  6. SoundEffect1(4356)
  7. SyncWait(7.0)
  8. SoundEffect1(4356)
  9. SyncWait(7.0)
  10. SoundEffect1(4356)

Other

  1. SlopeContourStand { leg_bone_parent: 2 }
  2. AsyncWait(6.0)
  3. Rumble { unk1: 17, unk2: 10 }