Brawl - King Dedede - Subaction - SpecialHiJump

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Stats

IASA: None
Fully Intangible: 1-4
Partially Intangible: 56-148
Hitboxes active: 52-148
Hitbox set 0 hits: 52
Subaction Index: 0x1f7

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:52-147

Set ID Dmg BKB KBG Angle Effect Sound Angle Flip Clang Shield Dmg Shieldstun Hitlag Targets
0 0 15 60 80 270 Normal MagicZap AD false 3 8 8
0 1 15 60 90 60 Normal MagicZap AD false 3 8 8

Scripts

Main

  1. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  2. AsyncWait(4.0)
  3. ChangeHurtBoxStateAll { state: Normal }
  4. Armor { armor_type: SuperArmor, tolerance: 0.0 }
  5. AsyncWait(10.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  7. AsyncWait(24.0)
  8. Armor { armor_type: None, tolerance: 0.0 }
  9. AsyncWait(51.0)
  10. AddVelocity { x_vel: Constant(0.0), y_vel: Constant(-2.0) }
  11. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(15.0), trajectory: 270, wdsk: 0, kbg: 80, shield_damage: 3, bkb: 60, 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: MagicZap, unk3: 0, ground: false, aerial: true, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  12. CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(15.0), trajectory: 60, wdsk: 0, kbg: 90, shield_damage: 3, bkb: 60, 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: MagicZap, unk3: 0, ground: true, aerial: false, unk4: 0, sse_type: Body, clang: false, unk5: false, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: AttackerDir, unk1: false, stretches_to_bone: false, unk2: false, can_hit1: true, can_hit2: true, can_hit3: true, can_hit4: true, can_hit5: true, can_hit6: true, can_hit7: true, can_hit8: true, can_hit9: true, can_hit10: true, can_hit11: true, can_hit12: true, can_hit13: true, enabled: true, unk3: 0, can_be_shielded: true, can_be_reflected: false, can_be_absorbed: false, unk4: 0, remain_grabbed: false, ignore_invincibility: false, freeze_frame_disable: false, unk5: false, flinchless: false })
  13. AsyncWait(55.0)
  14. ChangeHurtBoxStateSpecific { bone: 15, state: IntangibleFlashing }
  15. ChangeHurtBoxStateSpecific { bone: 11, state: IntangibleFlashing }

GFX

  1. GraphicEffect(GraphicEffect { graphic: 42, 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: 1.0, 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. FlashEffectOverlay { red: 255, green: 255, blue: 255, alpha: 190 }
  3. AsyncWait(2.0)
  4. FlashEffectOverlay { red: 255, green: 128, blue: 0, alpha: 80 }
  5. AsyncWait(4.0)
  6. ExternalGraphicEffect(ExternalGraphicEffect { file: 33, graphic: 7, 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: 1.0, randomize: None, terminate_with_animation: true })
  7. FlashEffectOverlay { red: 255, green: 128, blue: 0, alpha: 60 }
  8. AsyncWait(5.0)
  9. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 0, blue: 0, alpha: 0 }
  10. AsyncWait(10.0)
  11. FlashEffectOverlay { red: 255, green: 64, blue: 0, alpha: 40 }
  12. AsyncWait(11.0)
  13. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 0, blue: 0, alpha: 0 }
  14. AsyncWait(16.0)
  15. FlashEffectOverlay { red: 255, green: 32, blue: 0, alpha: 20 }
  16. AsyncWait(17.0)
  17. SetColorOfFlashEffectOverlay { transition_time: 5, red: 255, green: 0, blue: 0, alpha: 0 }
  18. AsyncWait(22.0)
  19. RemoveFlashEffect

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(914)
  3. SoundEffect1(976)

Other

  1. AsyncWait(2.0)
  2. Rumble { unk1: 13, unk2: 0 }