Brawl - Kirby - Subaction - SpecialNEnd_10

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Stats

IASA: None
Hitboxes active: 11-20
Hitbox set 0 hits: 11
Subaction Index: 0x295

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:11-19

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Shieldstun Hitlag Targets
0 0 37 30 80 361 Flame Burn false 30 18 17
0 1 28 30 80 361 Flame Burn false 30 14 13
0 2 26 30 80 361 Flame Burn false 30 13 13

Scripts

Main

  1. AsyncWait(10.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 0, set_id: 0, damage: Constant(37.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 30, bkb: 30, size: 15.0, x_offset: 0.0, y_offset: 10.0, z_offset: 8.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 1, set_id: 0, damage: Constant(28.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 30, bkb: 30, size: 10.0, x_offset: 0.0, y_offset: 30.0, z_offset: 8.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 400, hitbox_id: 2, set_id: 0, damage: Constant(26.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 30, bkb: 30, size: 4.0, x_offset: 0.0, y_offset: 42.0, z_offset: 8.6, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 2, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Sword, clang: false, unk5: true, direct: true, unk6: 0 })
  5. AsyncWait(30.0)
  6. DeleteAllHitBoxes

GFX

  1. ExternalGraphicEffect(ExternalGraphicEffect { file: 292, graphic: 1, bone: 440, 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 })
  2. AsyncWait(10.0)
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 292, graphic: 2, bone: 400, x_offset: 10.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, 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. ExternalGraphicEffect(ExternalGraphicEffect { file: 292, graphic: 3, bone: 400, x_offset: 10.0, y_offset: 0.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 0.0, scale: 1.2, 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 })
  5. FlashEffectLight { red: 255, green: 230, blue: 180, alpha: 255, light_source_x: 75.0, light_source_y: -10.0 }
  6. AsyncWait(25.0)
  7. SetColorOfFlashEffectLight { transition_time: 20, red: 255, green: 255, blue: 255, alpha: 0 }
  8. AsyncWait(45.0)
  9. RemoveFlashEffect

SFX

  1. AsyncWait(1.0)
  2. SoundEffect1(6866)
  3. SyncWait(2.0)
  4. SoundEffect1(3037)
  5. SyncWait(6.0)
  6. SoundEffect1(3039)

Other

  1. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 2.0, stength: 110.0, speed: 300.0, size: 1.0, unk3: -4.0, unk4: 12.0, unk5: 20.0, unk6: 20.0, unk7: 20.0, unk8: 40 })
  2. ItemVisibility(false)
  3. AsyncWait(5.0)
  4. Rumble { unk1: 5, unk2: 0 }
  5. ScreenShake { magnitude: 2 }
  6. AsyncWait(22.0)
  7. EndAestheticWindEffect { unk: 0 }