Brawl - Luigi - Subaction - AttackS3Hi

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Stats

IASA: 33
Hitboxes active: 5-10
Hitbox set 0 hits: 5
Subaction Index: 0x4f

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:5-10

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 10 2 100 361 Normal Kick 6 6
0 1 10 2 100 361 Normal Kick 6 6
0 2 10 2 100 361 Normal Kick 6 6

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 2, size: 4.8, x_offset: 0.0, y_offset: 3.6, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 15, hitbox_id: 1, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 2, size: 3.84, x_offset: 0.0, y_offset: 1.2, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 9, hitbox_id: 2, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 100, shield_damage: 0, bkb: 2, size: 3.36, x_offset: 0.0, y_offset: 1.2, z_offset: -2.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 1, unk2: false, sound: Kick, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Foot, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(6.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(32.0)
  8. AllowInterrupts

GFX

    SFX

    1. Goto(AttackS3S SFX 0xd5b8)

    Other

    1. SlopeContourStand { leg_bone_parent: 6 }
    2. AsyncWait(4.0)
    3. Rumble { unk1: 17, unk2: 0 }
    4. SlopeContourStand { leg_bone_parent: 2 }
    5. AsyncWait(22.0)
    6. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }