Brawl - Mario - Subaction - SpecialAirS

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Stats

IASA: None
Hitboxes active: 12-14
Hitbox set 0 hits: 12
Subaction Index: 0x1d1

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:12-14

Set ID Dmg BKB KBG Angle Effect Sound Clang Shield Dmg Trip Rate Shieldstun Hitlag Targets
0 0 6 0 0 110 Reverse Burn false 4 0.3 4 5
0 1 6 0 0 110 Reverse Burn false 4 0.3 4 5

Scripts

Main

  1. ItemVisibility(false)
  2. GenerateArticle { article_id: 0, subaction_only: true }
  3. AsyncWait(5.0)
  4. DefensiveCollision { ty: Reflect, unk: 0, direction: FrontAndBack }
  5. AsyncWait(10.0)
  6. BoolVariableSetTrue { variable: RandomAccessBool (0x11) }
  7. AsyncWait(11.0)
  8. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 0, set_id: 0, damage: Constant(6.0), trajectory: 110, wdsk: 0, kbg: 0, shield_damage: 4, bkb: 0, size: 8.5, x_offset: 0.0, y_offset: 6.0, z_offset: 9.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Reverse, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  9. CreateHitBox(HitBoxArguments { bone_index: 0, hitbox_id: 1, set_id: 0, damage: Constant(6.0), trajectory: 110, wdsk: 0, kbg: 0, shield_damage: 4, bkb: 0, size: 5.0, x_offset: 0.0, y_offset: 6.0, z_offset: 5.0, tripping_rate: 0.3, hitlag_mult: 1.0, sdi_mult: 1.0, effect: Reverse, unk1: false, sound_level: 1, unk2: false, sound: Burn, unk3: 0, ground: true, aerial: true, unk4: 0, sse_type: Weapon, clang: false, unk5: false, direct: true, unk6: 0 })
  10. AsyncWait(14.0)
  11. DeleteAllHitBoxes
  12. AsyncWait(33.0)
  13. UnknownEvent { namespace: 0x6, code: 0x18, unk1: 0x0, arguments: [Value(3), Value(0), Value(2)] }
  14. BoolVariableSetFalse { variable: RandomAccessBool (0x11) }

GFX

  1. AsyncWait(10.0)
  2. ExternalGraphicEffect(ExternalGraphicEffect { file: 1, graphic: 4, bone: 48, x_offset: 0.0, y_offset: 8.0, 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 })
  3. SyncWait(1.0)
  4. ExternalGraphicEffect(ExternalGraphicEffect { file: 1, graphic: 5, bone: 48, x_offset: 0.0, y_offset: 8.0, 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 })

SFX

  1. Goto(SpecialS SFX 0x104c8)

Other

  1. SlopeContourStand { leg_bone_parent: 4 }
  2. ItemVisibility(false)
  3. AsyncWait(9.0)
  4. SlopeContourFull { hip_n_or_top_n: 6, trans_bone: 2 }
  5. AsyncWait(11.0)
  6. Rumble { unk1: 13, unk2: 0 }
  7. AsyncWait(12.0)
  8. AestheticWindEffect(AestheticWindEffect { unk1: 0, unk2: 1.0, stength: 0.0, speed: 300.0, size: 0.5, unk3: 12.0, unk4: 10.0, unk5: 30.0, unk6: 20.0, unk7: 20.0, unk8: 50 })
  9. AsyncWait(22.0)
  10. EndAestheticWindEffect { unk: 0 }