Brawl - Ivysaur - Subaction - SpecialNStart

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Stats

IASA: None
Fully Intangible: 1-3
Hitboxes active: 4-5
Hitbox set 0 hits: 4
Subaction Index: 0x1cf

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:4-5

Set ID Dmg WDSK BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 4 105 0 100 100 Grass Kick false 1 3 4
0 1 4 105 0 100 114 Grass Kick false 1 3 4
0 2 4 105 0 100 120 Grass Kick false 1 3 4

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(3.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 100, wdsk: 105, kbg: 100, shield_damage: 1, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })
  5. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(4.0), trajectory: 114, wdsk: 105, kbg: 100, shield_damage: 1, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: -10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })
  6. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 120, wdsk: 105, kbg: 100, shield_damage: 1, bkb: 0, size: 6.0, x_offset: 0.0, y_offset: 4.0, z_offset: 10.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Grass, unk1: false, sound_level: 0, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: None, clang: false, unk5: false, direct: true, unk6: 0 })
  7. SyncWait(2.0)
  8. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 9, 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: 0.8, 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: false })

SFX

  1. AsyncWait(4.0)
  2. SoundEffect1(5695)

Other

  1. SlopeContourStand { leg_bone_parent: 1 }
  2. AsyncWait(2.0)
  3. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }