Brawl - Ice Climbers - Subaction - AttackHi4

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Stats

IASA: 43
Hitboxes active: 6-11
Hitbox set 0 hits: 6
Subaction Index: 0x5d

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:6-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 11 50 105 83 Normal Punch 6 7
0 1 11 50 105 83 Normal Punch 6 7
0 2 11 50 105 83 Normal Punch 6 7
0 3 9 50 105 83 Normal Punch 6 6

Scripts

Main

  1. AsyncWait(5.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 0, set_id: 0, damage: Constant(11.0), trajectory: 83, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 50, size: 3.0, 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 })
  3. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 1, set_id: 0, damage: Constant(11.0), trajectory: 83, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 50, size: 3.0, 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 })
  4. CreateHitBox(HitBoxArguments { bone_index: 23, hitbox_id: 2, set_id: 0, damage: Constant(11.0), trajectory: 83, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 50, size: 4.0, 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 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 3, set_id: 0, damage: Constant(9.0), trajectory: 83, wdsk: 0, kbg: 105, shield_damage: 0, bkb: 50, size: 3.0, x_offset: 0.0, y_offset: 9.0, 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(6.0)
  7. DeleteAllHitBoxes
  8. AsyncWait(42.0)
  9. AllowInterrupts

GFX

  1. GraphicEffect(GraphicEffect { graphic: 11, 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: 0.9, 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 })
  2. AsyncWait(4.0)
  3. UnknownEvent { namespace: 0x11, code: 0x4, unk1: 0x0, arguments: [Value(6), Value(5), Value(23), Scalar(0.0), Scalar(7.3), Scalar(-1.0), Value(23), Scalar(0.0), Scalar(10.0), Scalar(-1.0), Bool(true), Value(0), Value(0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(0.0), Scalar(1.0), Value(8), Value(2), Scalar(4.0)] }
  4. AsyncWait(11.0)
  5. DeleteSwordGlow { fade_time: 1 }

SFX

  1. AsyncWait(5.0)
  2. SoundEffectStop(191)
  3. SoundEffect1(1622)
  4. SoundEffect1(168)
  5. SyncWait(1.0)
  6. SoundEffect1(4354)
  7. SyncWait(26.0)
  8. SoundEffect1(4311)

Other

  1. AsyncWait(6.0)
  2. Rumble { unk1: 12, unk2: 0 }
  3. AsyncWait(44.0)
  4. SlopeContourFull { hip_n_or_top_n: 2, trans_bone: 4 }