Brawl - Luigi - Subaction - SpecialAirHi

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Stats

IASA: None
Fully Intangible: 6-8
Hitboxes active: 6-22
Hitbox set 0 hits: 6
Subaction Index: 0x1db

Hitboxes

Move staling reduces damage up to 45%. Move staling also reduces final knockback, shieldstun and hitlag because damage is used in their formulas.

Frame:6

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 20 58 72 90 Flame Burn 10 10

Frames:7-21

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 1 1 1 80 Coin Coin 2 3
0 1 1 1 1 80 Coin Coin 2 3

Scripts

Main

  1. AsyncWait(5.0)
  2. ChangeHurtBoxStateAll { state: IntangibleFlashing }
  3. CreateHitBox(HitBoxArguments { bone_index: 39, hitbox_id: 0, set_id: 0, damage: Constant(20.0), trajectory: 90, wdsk: 0, kbg: 72, shield_damage: 0, bkb: 58, size: 2.4, x_offset: 0.0, y_offset: 0.0, z_offset: 1.0, 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: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. Goto(0x16fe0)

GFX

  1. AsyncWait(5.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 33, 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: 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 })
  3. ExternalGraphicEffect(ExternalGraphicEffect { file: 0, graphic: 16, bone: 57, 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: 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 })

SFX

  1. Goto(SpecialHi SFX 0x101d8)

Other

  1. AsyncWait(8.0)
  2. Rumble { unk1: 13, unk2: 0 }
  3. ModelChanger { reference: 0, switch_index: 1, bone_group_index: 1 }
  4. ModelChanger { reference: 0, switch_index: 0, bone_group_index: -1 }