Brawl - Luigi - Subaction - SpecialS
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Stats
IASA: |
None |
Fully Intangible: |
1-5 |
Hitboxes active: |
5-44 |
Hitbox set 0 hits: |
5 |
Subaction Index: |
0x1d2 |
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:5-43
Set |
ID |
Dmg |
BKB |
KBG |
Angle |
Effect |
Sound |
Angle Flip |
Shield Dmg |
Shieldstun |
Hitlag |
Targets |
0 |
0 |
10 |
20 |
80 |
361 |
Flame |
Unknown(64) |
MD |
4 |
6 |
6 |
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Scripts
Main
- ChangeHurtBoxStateAll { state: IntangibleFlashing }
- AsyncWait(3.0)
- UnknownEvent { namespace: 0x9, code: 0x0, unk1: 0x0, arguments: [Value(2)] }
- SetAirGround(102)
- SetEdgeSlide(Airbourne)
- AsyncWait(4.0)
- CreateSpecialHitBox(SpecialHitBoxArguments { hitbox_args: HitBoxArguments { bone_index: 38, hitbox_id: 0, set_id: 0, damage: Constant(10.0), trajectory: 361, wdsk: 0, kbg: 80, shield_damage: 4, bkb: 20, size: 4.32, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.0, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Flame, unk1: false, sound_level: 1, unk2: false, sound: Unknown(64), unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Head, clang: true, unk5: true, direct: true, unk6: 0 }, rehit_rate: 0, angle_flipping: MovementDir, 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: false, 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 })
- AsyncWait(5.0)
- ChangeHurtBoxStateAll { state: Normal }
- AsyncWait(13.0)
- UnknownEvent { namespace: 0x6, code: 0x2f, unk1: 0x0, arguments: [Value(0), Value(1023)] }
- EnableInterrupt(10146)
- AsyncWait(20.0)
- LedgeGrabEnable(EnableInFrontAndBehind)
- AsyncWait(24.0)
- BoolVariableSetTrue { variable: RandomAccessBool(EnableJabLoop) }
GFX
- AsyncWait(4.0)
- ExternalGraphicEffect(ExternalGraphicEffect { file: 9, graphic: 4, bone: 0, x_offset: 0.0, y_offset: 4.0, z_offset: 0.0, x_rotation: 0.0, y_rotation: 0.0, z_rotation: 90.0, scale: 1.0, randomize: None, terminate_with_animation: true })
SFX
- AsyncWait(1.0)
- SoundEffect1(1269)
- SoundEffectTransient(3466)
Other
- SlopeContourStand { leg_bone_parent: 6 }
- Rumble { unk1: 13, unk2: 0 }
- SlopeContourStand { leg_bone_parent: 0 }