Brawl - Ness - Subaction - AttackLw3

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Stats

IASA: 14
Hitboxes active: 3-4
Hitbox set 0 hits: 3
Subaction Index: 0x55

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:3-4

Set ID Dmg BKB KBG Angle Effect Sound Hitlag Mult Trip Rate Shieldstun Hitlag Targets
0 0 4 3 20 0 Normal Kick 0.5 0.3 3 2
0 1 4 3 20 0 Normal Kick 0.5 0.3 3 2
0 2 4 3 20 0 Normal Kick 0.5 0.3 3 2

Scripts

Main

  1. AsyncWait(2.0)
  2. CreateHitBox(HitBoxArguments { bone_index: 16, hitbox_id: 0, set_id: 0, damage: Constant(4.0), trajectory: 0, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 3, size: 4.32, x_offset: 0.0, y_offset: 4.4, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, 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(4.0), trajectory: 0, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 3, size: 2.88, x_offset: 0.0, y_offset: 1.6, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, 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: 7, hitbox_id: 2, set_id: 0, damage: Constant(4.0), trajectory: 0, wdsk: 0, kbg: 20, shield_damage: 0, bkb: 3, size: 3.36, x_offset: 0.0, y_offset: 0.0, z_offset: 0.0, tripping_rate: 0.3, hitlag_mult: 0.5, sdi_mult: 1.0, effect: Normal, unk1: false, sound_level: 0, 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(2.0)
  6. DeleteAllHitBoxes
  7. SyncWait(1.0)
  8. BoolVariableSetTrue { variable: RandomAccessBool(SpecialsMovement) }
  9. AsyncWait(13.0)
  10. AllowInterrupts

GFX

    SFX

    1. AsyncWait(2.0)
    2. SoundEffect1(54)

    Other

    1. SlopeContourStand { leg_bone_parent: 1 }
    2. AsyncWait(3.0)
    3. Rumble { unk1: 17, unk2: 0 }