Brawl - Mario - Subaction - AttackHi3

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Stats

IASA: 30
Hitboxes active: 5-11
Hitbox set 0 hits: 5
Subaction Index: 0x54

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:5-11

Set ID Dmg BKB KBG Angle Effect Sound Shieldstun Hitlag Targets
0 0 7 28 130 96 Normal Punch 5 5
0 1 7 28 130 96 Normal Punch 5 5
0 2 7 28 130 96 Normal Punch 5 5

Scripts

Main

  1. AsyncWait(4.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 38, hitbox_id: 0, set_id: 0, damage: Constant(7.0), trajectory: 96, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 28, size: 4.0, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  3. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 1, set_id: 0, damage: Constant(7.0), trajectory: 96, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 28, size: 4.5, 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: Normal, unk1: false, sound_level: 1, unk2: false, sound: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  4. CreateHitBox(HitBoxArguments { bone_index: 47, hitbox_id: 2, set_id: 0, damage: Constant(7.0), trajectory: 96, wdsk: 0, kbg: 130, shield_damage: 0, bkb: 28, size: 5.5, x_offset: -4.0, y_offset: 0.0, 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: Punch, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Hand, clang: true, unk5: true, direct: true, unk6: 0 })
  5. SyncWait(7.0)
  6. DeleteAllHitBoxes
  7. AsyncWait(29.0)
  8. AllowInterrupts

GFX

    SFX

    1. AsyncWait(4.0)
    2. SoundVoiceLow
    3. SoundEffect1(54)

    Other

    1. SlopeContourFull { hip_n_or_top_n: 0, trans_bone: 3 }
    2. AsyncWait(4.0)
    3. Rumble { unk1: 17, unk2: 0 }
    4. AsyncWait(19.0)
    5. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 3 }